
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.
ddc:400, VR-games, conversation analysis, videopelit, ta6121, 793, keskustelu, English, Videospiel, ta518, läsnäolo, Konversationsanalyse, single player games, pelaaminen, Gespräch, keskustelunanalyysi, ddc:793, Interaktion, Virtuelle Realität, 400, virtuaalitodellisuus, Intercultural Communication, Englannin kieli, yksinpelit, shared gameplay, conversation, co-presence, Online-Spiel, ddc: ddc:793
ddc:400, VR-games, conversation analysis, videopelit, ta6121, 793, keskustelu, English, Videospiel, ta518, läsnäolo, Konversationsanalyse, single player games, pelaaminen, Gespräch, keskustelunanalyysi, ddc:793, Interaktion, Virtuelle Realität, 400, virtuaalitodellisuus, Intercultural Communication, Englannin kieli, yksinpelit, shared gameplay, conversation, co-presence, Online-Spiel, ddc: ddc:793
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| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Top 10% | |
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