
Bodily Experience in Immersive Communication: A Case Study of Virtual Reality Game Players
Bodily Experience in Immersive Communication: A Case Study of Virtual Reality Game Players
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.
Virtual reality / Immersion / Audience studies / Bodily experience {{custom_keyword}} /
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