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Education

Master's
Thesis: Video Games: Perspective, Point-of-View, and Immersion
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Presently,
video game designers, players, and often even video game theorists
approach the representation of point-of-view in video games as intuitive
and uncomplicated. Drawing on the current critical work on video
games, theories of immersion and engagement, and theories of human-computer-interaction,
I question the significance of optical perspective in video games
in terms of player point-of-view. Because video games are an experiential
medium, critical study of video games must include the study of
the diegetic, visual-auditory, interface, and experiential (often
termed interactive or participatory) aspects of video game play.
Through an analysis of the various points-of-view within different
games and the differing points-of-view within a single game, I attempt
to delineate the differences both in the creation of the experiential
game space and in the possibilities for immersion within the game
space. For this, I delimit two types of immersion: diegetic immersion,
which corresponds to immersion in the game, and intra-diegetic or
situated immersion, which corresponds to immersion vii within the
created virtual space of the game situated through both a character’s
perspective and an embodied point-of-view. I discuss how these are
not necessarily mutually exclusive and how they can and do blend
together, combined with the game's overall representation of perspective,
for varied gaming experiences. I conclude with an analysis of how
differing perspectives and points-of-view influence gameplay and
game world spatial understanding.
"Video
Games: Perspective, Point-of-View, and Immersion" by
Laurie N. Taylor. Complete Text, 43 Pages, Adobe Acrobat PDF format.
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