Characterising Embodiment in Multi-Modal Play for Virtual Reality
Abstract
The surge in Virtual Reality's (VR) popularity has sparked a growing interest in co-located multi-modal gaming experiences to enhance inclusivity. This thesis delves into the effects of integrating a non-VR player into these experiences, focusing on how it influences embodiment, immersion, and co-presence among participants. The research unfolds in three main studies. In the initial study, a multi-modal VR game, "StuckInSpace", serves as the testing ground for introducing a non-VR player through different mediums — a PC or a tracked Phone. The results from this study (n=24) reveal notably no significant differences for the VR player, with the qualitative analysis highlighting the critical role embodiment plays in shaping the experience. Building on these findings, a systematic literature review is conducted, leading to the development of two orthogonal models of embodiment — Aspects and Levels. These models provide various strategies to influence different aspects of embodiment in multi-modal experiences. In the third and final study, the knowledge gained from the preceding research is applied to modify the game by incorporating some of the identified embodiment strategies. The objective is to assess the effectiveness of these strategies and explore any cross-mode embodiment effects (n=48). Surprisingly, the results indicate an unexpected influence of the "Narrative" strategy used to explain the other two strategies, overpowering their intended effects. This thesis stands as a significant contribution to the field, presenting a multi-modal VR game and unveiling two comprehensive embodiment models, along with actionable strategies for designing multi-modal games.
My doctoral thesis, supervised by David Millard and Tom Blount at the University of Southampton. The full text is available from Southampton ePrints.