‘Being’ Alyx Vance : an autoethnographic analysis of immersion as experienced within narrative-based virtual reality video games

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dc.contributor.advisor Lauwrens, Jennifer
dc.contributor.coadvisor Engelbrecht, Janine
dc.contributor.postgraduate Walter, Michael Ernest
dc.date.accessioned 2024-02-02T06:35:22Z
dc.date.available 2024-02-02T06:35:22Z
dc.date.created 2024-04
dc.date.issued 2023
dc.description Thesis (PhD (Digital Culture & Media))--University of Pretoria, 2023. en_US
dc.description.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. en_US
dc.description.availability Unrestricted en_US
dc.description.degree PhD (Digital Culture & Media) en_US
dc.description.department Visual Arts en_US
dc.description.faculty Faculty of Humanities en_US
dc.description.sdg SDG 9: Industry, innovation and infrastructure en_US
dc.identifier.citation * en_US
dc.identifier.doi 10.25403/UPresearchdata.24947997 en_US
dc.identifier.other A2024 en_US
dc.identifier.uri http://hdl.handle.net/2263/94241
dc.language.iso en en_US
dc.publisher University of Pretoria
dc.rights © 2023 University of Pretoria. All rights reserved. The copyright in this work vests in the University of Pretoria. No part of this work may be reproduced or transmitted in any form or by any means, without the prior written permission of the University of Pretoria.
dc.subject UCTD en_US
dc.subject Digital embodiment en_US
dc.subject Gameplay experience en_US
dc.subject Half-Life: Alyx en_US
dc.subject Immersion en_US
dc.subject Presence en_US
dc.subject ludology en_US
dc.subject Phenomenology en_US
dc.subject Virtual reality (VR) en_US
dc.subject Video game narrative en_US
dc.subject Video game world-building en_US
dc.subject Autoethnography en_US
dc.subject Video game immersion model en_US
dc.subject SDG-09: Industry, innovation and infrastructure
dc.subject Sustainable development goals (SDGs)
dc.subject.other SDG-09: Industry, innovation and infrastructure
dc.subject.other Humanities theses SDG-09
dc.title ‘Being’ Alyx Vance : an autoethnographic analysis of immersion as experienced within narrative-based virtual reality video games en_US
dc.type Thesis en_US


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