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 consequent...
© Lennart Nacke, 2015. This is the author’s version of the work. It is posted here for your personal...
Presence in Collaborative Virtual Environments (CVEs) can be classified into personal presence and c...
International audienceIn this paper, we explore the influence of sharing a virtual environment with ...
This study analyzes how participants playing VR games construct co-presence and shared gameplay. The...
Playing videogames is a popular social activity; people play videogames in different places, on diff...
Users of electronic communication tools in the form of stationary computers, laptops, mobile phones ...
Using multimodal conversation analysis, this study examines how communicative practices are adapted ...
An individual can observe one’s surrounding space. The space can contain various elements (e.g., ob...
Including others in a playful activity fundamentally changes the concept of play into social play. T...
Playing videogames is a popular social activity; people play videogames in different places, on diff...
Collaborative Virtual Environments (CVEs) involve the use of a distributed architecture, and advance...
Bibliography: leaves 165-171.Presence in Collaborative Virtual Environments (CVEs) can be defined in...
This thesis explores the concept of presence in virtual reality. A high degree of presence has been ...
Presence in Collaborative Virtual Environments (CVEs) can be classified into personal presence and c...
Researchers have found that games are sites for rich forms of sociality. However, there has been com...
© Lennart Nacke, 2015. This is the author’s version of the work. It is posted here for your personal...
Presence in Collaborative Virtual Environments (CVEs) can be classified into personal presence and c...
International audienceIn this paper, we explore the influence of sharing a virtual environment with ...
This study analyzes how participants playing VR games construct co-presence and shared gameplay. The...
Playing videogames is a popular social activity; people play videogames in different places, on diff...
Users of electronic communication tools in the form of stationary computers, laptops, mobile phones ...
Using multimodal conversation analysis, this study examines how communicative practices are adapted ...
An individual can observe one’s surrounding space. The space can contain various elements (e.g., ob...
Including others in a playful activity fundamentally changes the concept of play into social play. T...
Playing videogames is a popular social activity; people play videogames in different places, on diff...
Collaborative Virtual Environments (CVEs) involve the use of a distributed architecture, and advance...
Bibliography: leaves 165-171.Presence in Collaborative Virtual Environments (CVEs) can be defined in...
This thesis explores the concept of presence in virtual reality. A high degree of presence has been ...
Presence in Collaborative Virtual Environments (CVEs) can be classified into personal presence and c...
Researchers have found that games are sites for rich forms of sociality. However, there has been com...
© Lennart Nacke, 2015. This is the author’s version of the work. It is posted here for your personal...
Presence in Collaborative Virtual Environments (CVEs) can be classified into personal presence and c...
International audienceIn this paper, we explore the influence of sharing a virtual environment with ...