Abstract:
Human beings have been fascinated with the notion of submerging themselves into
other spaces since antiquity (Therrien 2014). Immersion has been employed in imagemaking
as a strategy to place viewers with, or amongst, the art of early landscapes,
frescoes, and panoramas (Grau 2003). Today, immersion has become one of the
fundamental objectives of video games (Brown & Cairns 2004; Gard 2010; Dansky
2021), a new medium that has quickly grown to become the largest in the
entertainment industry (Read 2022:[sp]). As a diverse and multifaceted medium, video
games immerse audiences in innovative ways, employing an amalgamation of the
strategies used by various media. New technological advancements in emerging
media, such as virtual reality (VR), have given rise to the advent of VR video games,
which open new fields of enquiry about novel forms of immersion and the role these
new kinds of games play in people’s lives.
The novelty of VR is to elicit and sustain higher levels of immersion and presence by
positioning the user in virtual spaces where they can interact using bodily movements
(Lanier 2017; Slater 2018). As each iteration of head-mounted displays (HMDs) gets
smaller, lighter, and more capable, bringing more of the user into the virtual world,
major technology and media industries place this technology as a foundation for the
‘metaverse’. Scholarly debates viewing VR as an emerging (mass) media, however,
pivot around two polarising camps; on the one hand, ‘utopians’, ‘instrumentalists’, or
‘evangelists’, embrace the interactive and spatial affordances of VR and foresee its
potential as a life-altering technology, while the ‘dystopians’, ‘determinists’, or
‘sceptics’ caution against the potential for such technology to drastically alter lived
experience (Ihde 2012; Bender & Broderick 2021; Du Toit & Swer 2021).
Moreover, the concept of immersion has become diluted across the various fields
where it is applied, including virtual reality research, video game studies, film studies,
and music studies (McMahan 2003; Nilsson et al 2016). Loose applications of the
concept of ‘immersion’ often equate the experience with feelings of ‘presence’.
Furthermore, many studies that analyse and measure various notions of immersion
and presence within virtual environments (VEs) employ quantitative approaches,
using focus groups and questionnaires (Jennet et al 2008; Bender & Broderick 2021).
Such research provides valuable insights into immersion and presence within various
contexts, but may struggle to address the multidimensional layers that constitute
immersive experiences, specifically when considering the multifaceted and lengthy
nature of contemporary video games. Since insufficient research on extended reality
(XR) derives from the social sciences (Girginova et al 2023: [sp]), more research is
needed to understand the sensation of immersion as it relates to the player’s
experience in the growing medium of (VR) video games.
By analysing the various immersive strategies experienced in (VR) video games, the
primary aim of this study is therefore to present a qualitative method for analysing
immersion using autoethnography and phenomenology. Through this method, the
researcher/player explores the subjective experience of immersion in (VR) video
games in depth. The development of this method necessitated a new (revised) model
of immersion – the Player’s Immersive Experience (PIE) model – which more
profoundly frames the player’s multidimensional experience of immersion in (VR)
video games. Through an application of the PIE model to the pertinent VR video game
Half-Life: Alyx (2020), this study analyses the nature of, and extent to which, a player
experiences immersion in emerging (VR) video games.