2022
DOI: 10.1177/13548565211070691
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Embodied parallelism and immersion in virtual reality gaming

Abstract: This article argues that virtual reality produces a sense of immersion through embodied parallelism – a technical mediation in which the embodied gestures and movements of a player must correspond to what is represented within a VR game, a correspondence which relies on, but exceeds the visual and requires strange requirements for both player (in terms of their gestures and movements) and game (in terms of including particular limits that police the movements of the player’s body). Attending to embodied parall… Show more

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Cited by 4 publications
(2 citation statements)
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“…Often, gameplay may require particular kinds of embodiment. As Bollmer and Suddarth’s (2022) paper that discusses the parallelism between physical gestures and gestures of the avatar in games states, ‘the appeal to embodied gestures – gestures that, through the representation of hands, bridge both “physical” and “virtual” spaces – seems to reflect a desire for control and mastery over one’s environment as much as a desire to be “in” the simulation’ (p. 13). Thus, it is unsurprising that games comprise many of the popular applications for immersive, embodied VR and often also provide evocative and exotic avatar appearances.…”
Section: Discussionmentioning
confidence: 99%
“…Often, gameplay may require particular kinds of embodiment. As Bollmer and Suddarth’s (2022) paper that discusses the parallelism between physical gestures and gestures of the avatar in games states, ‘the appeal to embodied gestures – gestures that, through the representation of hands, bridge both “physical” and “virtual” spaces – seems to reflect a desire for control and mastery over one’s environment as much as a desire to be “in” the simulation’ (p. 13). Thus, it is unsurprising that games comprise many of the popular applications for immersive, embodied VR and often also provide evocative and exotic avatar appearances.…”
Section: Discussionmentioning
confidence: 99%
“…Instead, attaching tracking hardware on their physical bodies leaves users in a state of partial, hybrid corporeality which needs to be negotiated, accepted, and re‐learned. VR‐technologies do not replace human sensory systems but serve as “body extensions” (McLuhan 1964), entangling physicality and virtuality in an “embodied parallelism” (Bollmer and Suddarth 2022).…”
Section: Interactional Intensity In Immersive Mediamentioning
confidence: 99%