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Characterising embodiment in multi-modal play for virtual reality

Characterising embodiment in multi-modal play for virtual reality
Characterising embodiment in multi-modal play for virtual reality
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. Additionally, it sheds light on the intricate and nuanced relationship between embodiment, co-presence, and immersion within such experiences, and emphasises the importance of mixed-methods research. The findings pave the way for future research in co-located multi-modal VR experiences, underscoring the importance of thoughtful design and the potential of narrative to enhance user engagement.
virtual reality, Multi-modal, Co-located, embodiment, immersion
University of Southampton
Malinov, Yoan-Daniel Grigorov
05830d5b-482f-4753-b094-9a1224488e02
Malinov, Yoan-Daniel Grigorov
05830d5b-482f-4753-b094-9a1224488e02
Millard, David
4f19bca5-80dc-4533-a101-89a5a0e3b372
Blount, Tom
4d4db315-08d9-4701-9604-1e99c60879fb

Malinov, Yoan-Daniel Grigorov (2025) Characterising embodiment in multi-modal play for virtual reality. University of Southampton, Doctoral Thesis, 158pp.

Record type: Thesis (Doctoral)

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. Additionally, it sheds light on the intricate and nuanced relationship between embodiment, co-presence, and immersion within such experiences, and emphasises the importance of mixed-methods research. The findings pave the way for future research in co-located multi-modal VR experiences, underscoring the importance of thoughtful design and the potential of narrative to enhance user engagement.

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More information

Published date: 2025
Keywords: virtual reality, Multi-modal, Co-located, embodiment, immersion

Identifiers

Local EPrints ID: 500036
URI: http://eprints.soton.ac.uk/id/eprint/500036
PURE UUID: 1d704720-afc3-4eb9-8420-376ab08a1054
ORCID for Yoan-Daniel Grigorov Malinov: ORCID iD orcid.org/0000-0003-3263-3614
ORCID for David Millard: ORCID iD orcid.org/0000-0002-7512-2710
ORCID for Tom Blount: ORCID iD orcid.org/0000-0002-4879-5012

Catalogue record

Date deposited: 11 Apr 2025 16:59
Last modified: 17 Sep 2025 02:04

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Contributors

Author: Yoan-Daniel Grigorov Malinov ORCID iD
Thesis advisor: David Millard ORCID iD
Thesis advisor: Tom Blount ORCID iD

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