2015
DOI: 10.1177/1555412015615294
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Abstract: This article discusses the application of a phenomenological framework to inform research in computer game worlds like massively multiplayer online games. Based on the phenomenological sociology of Alfred Schutz, this article examines some of the key problems facing researchers in online spaces, such as the absence of the corporeal ''Other.'' In discussing these issues using the vocabulary of Schutz's phenomenology, this article attempts to clarify some key concepts to contribute to a useful framework for cond… Show more

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Cited by 7 publications
(2 citation statements)
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References 24 publications
(24 reference statements)
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“…This, then, seems to allow for the emergence of certain forms of joint attention and joint action to emerge in these virtual environments. While the gamers do not share physical space, we still find some shared spaces of interaction or activity (Scriven, 2018 ). We might also point here to instances of non-gaming shared digital space such as co-authors working in a shared Google Doc together, an audience attending to the shared slides of a presenter on Zoom, or the thread of posts under a YouTube video or a Discord chat.…”
Section: Sociality Embodiment and Technological Mediationmentioning
confidence: 99%
“…This, then, seems to allow for the emergence of certain forms of joint attention and joint action to emerge in these virtual environments. While the gamers do not share physical space, we still find some shared spaces of interaction or activity (Scriven, 2018 ). We might also point here to instances of non-gaming shared digital space such as co-authors working in a shared Google Doc together, an audience attending to the shared slides of a presenter on Zoom, or the thread of posts under a YouTube video or a Discord chat.…”
Section: Sociality Embodiment and Technological Mediationmentioning
confidence: 99%
“…The necessary and optional elements of a VR-facilitated virtual world are illustrated in Figure 2. As has been investigated from various perspectives by, for example, Cobián (2008), Crick (2011), Klevjer (2012), Martin (2012), Asanowicz (2014), Keogh (2015), and Scriven (2015), the ways in which such elements of a virtual world may (objectively) manifest themselves to or be (subjectively) intended by a visitor are arguably as rich and diversethough not exactly the same -as the ways that apply with elements of the "real" world. For example, another intelligent social actor (e.g., a non-player character controlled by a game's AI) within the virtual world may reveal itself through its physical form, gestures, facial expressions, and speech; it may aid or obstruct the visitor's exploration of the world; it can amuse, inform, or warn the visitor; and it can be befriended, harmed, remembered, or ignored by the visitor (Bartle, 2004, pp.…”
Section: Necessary and Optional Elements Of A Vr-facilitated Virtual Worldmentioning
confidence: 99%