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DiGRA
The authors argue that VR's capacity to affect beliefs, emotions, and behaviour merits serious scholarly attention from game studies.
This paper offers a qualitative exploration of how virtual reality shapes player experience, arguing that VR is a renaissance of immersive technology whose capacity to affect beliefs, emotions, and behaviour warrants serious scholarly attention from game studies. Grounded in cognitive media theory, it treats spatial presence as an embodied "cognitive feeling" arising from sensorimotor processes, with visuomotor congruity and perceived possibilities for action as central to its emergence. The inquiry rests on a qualitative content analysis of 124 immersive environments drawn from clinical and experimental VR research, supplemented by conceptual argument and prior studies rather than new quantitative data.
The central thesis is that VR uniquely elicits self-directed "I emotions," in contrast to screen-based games, where threats typically concern story (F emotions) or gameplay (G emotions). Recurring stimuli identified in the analysis include looming threats, heights, hostile agents, and enclosed spaces. The authors propose a three-stage framework of attention capture, appraisal of relevance, and a sense of patiency, meaning passive vulnerability produced by limited agency. Proximity, animacy, and perceptual realism are shown to drive attention, and when combined with reduced user agency they often generate vulnerability-based affect that designers should handle with care.
A further contribution is the account of how the player's body becomes a site of feedback. Users physically react to virtual threats such as heights or approaching agents even when they consciously recognise their safety. The paper proposes a dual-process model in which top-down cognition preserves the separation between player and avatar while bottom-up, affect-laden processing produces embodied presence. Under this account, players may feel themselves to be the patient of in-game events rather than their avatar, suggesting that VR may give rise to a category of game emotion absent from existing taxonomies. The authors recommend that future work draw on published VR games and in vivo player data to test these claims.
DiGRA · 2019