Call for initial abstracts for Book Chapters:
Virtual Reality Gaming: Embodiment, Presence, Immersion
Submission deadline: August 1, 2023
Virtual Reality (VR) is not a new technology by any stretch of the imagination. Regardless of how futuristic VR might appear in popular culture, VR encompasses a rich and varied history that began to surface in the 1980s and 1990s when VPL Research produced a number of commercial devices (e.g. the DataGlove and Audiosphere). As exciting as these systems were, the technology simply could not live up to the hype (Evans, 2018). The level of ‘immersion’ associated with these developments was just not enough to fulfil the implicit promise of VR. Simply put, the available technology was not able to conjure an experience of being present in a digital world that felt in any way ‘real’ (Shields, 2005).
In contrast to the failed hype of its first few decades, contemporary VR is going through a marked ‘renaissance’ (Evans, 2018).… read more. “Call: Virtual Reality Gaming: Embodiment, Presence, Immersion (book chapters)”