2022
DOI: 10.1177/15554120221084454
|View full text |Cite
|
Sign up to set email alerts
|

“Beyond Their Actual Limits”: Immersion, Interactivity, and the Virtual Sublime in Burke and Video Games

Abstract: This article examines the experience of the sublime engendered by video games and the function of immersion and interactivity in producing this effect. A close inspection of the history of the sublime as an aesthetic principle and related cultural practices reveals that the elements of immersion, interactivity, and virtuality were already integral to Burke’s seminal conceptualization, as well as in architecture and visual media, before the emergence of digital media. The techniques and technologies of the imme… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

0
0
0

Year Published

2022
2022
2023
2023

Publication Types

Select...
2

Relationship

0
2

Authors

Journals

citations
Cited by 2 publications
(6 citation statements)
references
References 23 publications
0
0
0
Order By: Relevance
“…Subsequently, players can choose their avatar's gender, race, or occupation in certain games, and this information can have a profound impact on the virtual world (Bernal-Merino, 2015). The only method to perceive a game's environment is via immersive perception and movement of the avatar (Kim, 2022).…”
Section: Embodiment and Avatarmentioning
confidence: 99%
See 4 more Smart Citations
“…Subsequently, players can choose their avatar's gender, race, or occupation in certain games, and this information can have a profound impact on the virtual world (Bernal-Merino, 2015). The only method to perceive a game's environment is via immersive perception and movement of the avatar (Kim, 2022).…”
Section: Embodiment and Avatarmentioning
confidence: 99%
“…Consequently, the development of aesthetics occurs as the result of our own physiological enjoyment of the game's mechanics (Niedenthal, 2009). In spite of Atkinson and Parsayi's (2021) assertion that the connection between video games and their players may be incompatible with aesthetic contemplation because of the immersion, interaction, and speed of gameplay; Kim (2022) claims that the audio-visual stimuli of video games do indeed broaden the manner in which aesthetic values are absorbed and experienced. In point of fact, a player's total immersion and engagement in a game are prerequisites for a sublime experience (Kim, 2022).…”
Section: The Precarity Of Armchairmentioning
confidence: 99%
See 3 more Smart Citations