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Journal of the Philosophy of Games
The experience is defined by Embodied and Enactive Imagination, which views imagination as a relational, action-oriented process.
Core concept. VR immersion is driven by 'Embodied and Enactive Imagination,' where users interact through active, motor-driven anticipation.
Virtual reality engagement transcends the traditional binary debate between fictionalism, which views virtual entities as mere mental representations, and realism, which treats them as direct perceptions. Instead, the experience is defined by Embodied and Enactive Imagination, a framework that characterizes imagination as a relational, action-oriented process rather than an internal representational one. By synthesizing perception with motor-driven anticipation, users navigate virtual environments not by suspending disbelief, but by actively engaging with virtual affordances—the genuine possibilities for action presented within a digital space.
This perspective posits that players remain sensorimotor beings who leverage existing bodily habits to master virtual environments. Through a state of double-attunement, users skillfully adapt to strangely embodied avatars and even incorporate technical anomalies or glitches into their creative play. Imagination functions here as a future-oriented skill, allowing individuals to project potential actions onto the environment and refine their interactions in real time. This process is essential for immersion, as it bridges the gap between physical bodily presence and the constraints of digital architecture.
The scope of this analysis encompasses the intersection of philosophy, cognitive science, and contemporary game studies, providing a theoretical foundation for understanding human-computer interaction. By moving away from representational models, this framework offers significant implications for the future of game design and therapeutic applications. Ultimately, the integration of embodied cognition into virtual reality research demonstrates that imagination is a fundamental, active component of how users inhabit and manipulate simulated worlds, transforming the virtual experience into a dynamic, lived practice.
European Conference on Games Based Learning (ECGBL) · 2026