agency), with VR experiences eliciting self-directed affect, and thereby somewhat unintentionally engaging the player's body as a site for feedback. This produces a preliminary formal framework for discussing VR player experience as significantly structured by patiency (cf. Effecting a novel approach inspired by systematic review, the present study's observations and inferences regarding players' subjective experience of IVEs are presented alongside relevant findings from the research literature sampled. A purposive sample comprising video, photographic, and written documentation of IVEs (n = 124) from historical clinical VR and telepresence research is interrogated through the lens of cognitive media theory. The present paper describes and discusses findings from a qualitative content analysis of immersive virtual environments (IVEs) experienced via head-mounted display-based VR systems akin to those now commercially available. This paper asks-and reports on-what common features of digital games are liable to be experienced as stressors (that is, as beyond optimally affective or intense) when the player perceives her avatar–self egocentrically as a 'life-sized', spatially present, and potentially vulnerable entity within the gameworld. But what are the implications of this for player experience? It is well-documented that VR can induce illusions of non-mediation of spatial presence of embodiment in avatars. It is already a truism that consumer virtual reality (VR) systems offer sensorially immersive first-person experiences that differ markedly from those begat by traditional screen displays.
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