Description
This book offers a corrective to the trend in virtual reality studies that overemphasizes the role of hardware technology and visual/auditory fidelity as the sole means of establishing users' sense of presence, and instead offers a more holistic, embodied, and human-focused means of understanding presence (through immersion, interactivity, and imagination) in virtual reality. The main questions tackled in this book address the role of the body in VR experiences, and how our bodies' navigation of these spaces influence users' sense of presence in such experiences.
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Additional accessibility information
- EPUB 3.0
- Conforms with the requirements of EPUB Accessibility Spec v1.1
- WCAG level AA
- WCAG v2.2 compliant
Hazards
The publication contains no hazards
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Appearance of the text and page layout can be modified according to the capabilities of the reading system (font family and size, spaces, as well as color of background and text)
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Table of Contents
About the Author
Introduction: Why Study Presence in Virtual Reality Games?
1. Virtual Reality Through Time and Space
2. Dimensionality & Embodiment in Virtual Reality Games
3. Immersion & Presence in Rhythm Games
4. Interactivity & Procedural Rhetoric
5. Imagination, Affect, & Emotional Engagement
Conclusion: Persuading Presence as a Recursive Process
Product details
| Published | 11 Dec 2025 |
|---|---|
| Format | Ebook (Epub & Mobi) |
| Edition | 1st |
| Pages | 178 |
| ISBN | 9798765158234 |
| Imprint | Bloomsbury Academic |
| Illustrations | 3 tables |
| Publisher | Bloomsbury Publishing |
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