Bodily Experience in Immersive Communication: A Case Study of Virtual Reality Game Players

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Chinese Journal of Journalism & Communication ›› 2018, Vol. 40 ›› Issue (5) : 6-26.

Bodily Experience in Immersive Communication: A Case Study of Virtual Reality Game Players

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Abstract

The technology of Virtual Reality(VR) has been ontologically overturning for its high level of sensory immersion and physical interaction. Through the technology of simulation and reality reproduction, a more unique physical experience manifests among VR game players after they enter the virtual world, compared to the keyboard-mouse interaction of 2D games. This study takes the case of Batman: Arkham VR, the best-selling game in the Sony PSVR platform, employing the grounded theory of qualitative research with focus group. The researcher participates and observes the bodily experience of a group of university students playing VR game, following by an encoding process via MaxQda software. The bodily experience of the participants is examined within fve subcategories: sensory experience, spatial practice, identity replacement, emotional subject and pseudo-memory, which are discussed respectively. The research also aims to discuss that under virtual reality technology, how the replacement of self sensory system by immersive media environment affects the audiences’ “practical/virtual” experience structure.

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Virtual reality / Immersion / Audience studies / Bodily experience

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. Bodily Experience in Immersive Communication: A Case Study of Virtual Reality Game Players. Chinese Journal of Journalism & Communication. 2018, 40(5): 6-26

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