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Constructing co-presence through shared VR gameplay
Author(s) -
Margarethe Olbertz-Siitonen,
Arja Piirainen–Marsh,
Marko Siitonen
Publication year - 2021
Publication title -
journal für medienlinguistik
Language(s) - English
Resource type - Journals
ISSN - 2569-6491
DOI - 10.21248/jfml.2021.31
Subject(s) - embodied cognition , construct (python library) , human–computer interaction , space (punctuation) , computer science , shared space , virtual space , psychology , multimedia , artificial intelligence , programming language , operating system
This study analyzes how participants playing VR games construct co-presence and shared gameplay. The analysis focuses on in­stances of play where one person is wearing the VR equipment, and other participants are located nearby without the ability to directly interact with the game. We first show how the active player using the VR equipment draws on talk and embodied activity to signal their presence in the shared physical environment, while simul­taneously conducting actions in the virtual space, and thus creates spaces for the other participants to take part in gameplay. Second, we describe how other participants draw on the contextual config­urations of the moment in displaying co-presence and position themselves as active and consequential co-players. The analysis demonstrates how gameplay can be communicatively con­structed even in situations where the participants have differential rights and possibilities to act and influence the game.

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