Virtual Reality Gaming

Virtual Reality Gaming

Perspectives on Immersion, Embodiment and Presence

Evans, Leighton

Emerald Publishing Limited

02/2025

216

Dura

9781835493779

Pré-lançamento - envio 15 a 20 dias após a sua edição

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Introduction; Leighton Evans

Section 1. Immersion

Chapter 1. Virtual Reality and the Hardcore Gamer; Marcus Carter and Ben Egliston

Chapter 2. Crossing the (Distanced) Digital Divide: Games, Art, and Immersive Engagement; Joanne Mills

Chapter 3. The Player's Immersive Experience (PIE) model: Framing the Multidimensional Concept of Immersion in VR Video Games; Michael Walter

Chapter 4. A New Kind of Videoludic Presence: How VR is Breaking the Fourth Wall; Francois Martel Lacoursiere

Section 2. Embodiment

Chapter 5. It is me, but not me: Self-representation as an Avatar in VRChat; Yueyao Hu and Leighton Evans

Chapter 6. Psychological Processes Associated with Avatar Choice in Virtual Reality Gaming; Juliana L. Vanderburg and Katherine A. Loveland

Chapter 7. The Feminine Embodiment of VR: Critiquing the Default Masculinity of VR Embodiment; Kate Euphemia Clark

Chapter 8. Embodying VR Avatars as a Dynamic (para)Social Interaction: Towards a Future Research Agenda; Mila Bujic OPEN ACCESS

Section 3. Presence

Chapter 9. Virtual Remote Presence (VRP): Exploring the Subjective Feeling of Presence in Virtual Reality Games; Saikrishna Srinivasan

Chapter 10. Unpacking Presence: Making the Theory of Presence Useful for VR Game Design; Robert Dongas and Kazjon Grace

Chapter 11. Video Game Aesthetics and the Sense of Presence in Virtual Reality; Rami El Ali

Chapter 12. The Presence Assemblage: Understanding Presence in VR Games Through Breaking It; Leighton Evans
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Game studies; Game playing; Technology; Immersive experience; Gaming psychology; Gaming as social interaction