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Virtual Reality Gaming - by  Leighton Evans (Hardcover) - 1 of 1

Virtual Reality Gaming - by Leighton Evans (Hardcover)

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Highlights

  • This volume contains an Open Access Chapter Offering a comprehensive and research-oriented survey of the emergence of virtual reality (VR) into the gaming mainstream, Virtual Reality Gaming delves into the complexities of VR gaming, emphasising immersion, embodiment, and player presence.
  • About the Author: Leighton Evans is an Associate Professor of Media Theory at Swansea University.
  • 216 Pages
  • Social Science, Sociology

Description



About the Book



This volume contains an Open Access Chapter. Offering a comprehensive and research-oriented survey of the complexities of VR gaming, emphasising immersion, embodiment, and player presence.



Book Synopsis



This volume contains an Open Access Chapter

Offering a comprehensive and research-oriented survey of the emergence of virtual reality (VR) into the gaming mainstream, Virtual Reality Gaming delves into the complexities of VR gaming, emphasising immersion, embodiment, and player presence.

As the first study to critically assess and systematically investigate the phenomenon of VR Gaming through the tripartite lens of embodiment, presence, and immersion, established and emerging voices in the field discuss the unique aspects of VR games and the challenges they present to researchers and designers with regards to re-conceptualising the relationship between system, player and game play - in essence, a reconsideration of the human-computer interface (HCI) of gaming. Each chapter develops the existing scholarship on all these areas, creating a discourse on each element of embodiment, presence, and immersion that will improve the understanding of all these concepts in the context of gaming and VR.

A major contribution to the fields of gaming, HCI, VR and media studies, Virtual Reality Gaming is of interest not only to scholars, students and academics researching within this area, but also to practitioners and professionals in the gaming industry.



About the Author



Leighton Evans is an Associate Professor of Media Theory at Swansea University. Leighton's research background is in the Philosophy of Technology and digital media, and he has published work on social media, location-based social networking, phenomenology, virtual reality, augmented reality, smart cities and gaming. Leighton's primary research interests lie in the transformation of natural phenomena into data and digital environments through digital technologies, and how this transformation leads to a normalisation of the digital in everyday life.

Dimensions (Overall): 9.0 Inches (H) x 6.0 Inches (W) x .56 Inches (D)
Weight: 1.01 Pounds
Suggested Age: 22 Years and Up
Sub-Genre: Sociology
Genre: Social Science
Number of Pages: 216
Publisher: Emerald Publishing Limited
Theme: General
Format: Hardcover
Author: Leighton Evans
Language: English
Street Date: February 21, 2025
TCIN: 1002817395
UPC: 9781835493779
Item Number (DPCI): 247-17-8834
Origin: Made in the USA or Imported
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Shipping details

Estimated ship dimensions: 0.56 inches length x 6 inches width x 9 inches height
Estimated ship weight: 1.01 pounds
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Q: How many pages does the book contain?

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  • A: The book contains a total of 216 pages, providing a comprehensive exploration of its subject.

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Q: What age group is this book recommended for?

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  • A: The book is suggested for readers aged 22 years and up.

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Q: What type of format is this book available in?

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  • A: This book is available in hardcover format, making it durable and suitable for extensive use.

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Q: Who is the author of this book?

submitted by AI Shopping Assistant - 1 month ago
  • A: Leighton Evans, an Associate Professor of Media Theory at Swansea University, authored this book.

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Q: What subjects does the book cover regarding VR gaming?

submitted by AI Shopping Assistant - 1 month ago
  • A: The book explores immersion, embodiment, and player presence within the context of VR gaming.

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