This dissertation presents a theorisation of videogame atmosphere from a phenomenological perspective. Atmosphere and atmospheric attunements are taken to be fundamental phenomena which come before any other type of 'immersion' into gameworlds. The dissertation explains how atmospheres are liminal phenomena originating between subjects and objects. By considering atmosphere, we are able to explain what enables different states of immersion such as kinaesthetic, spatial, empathic, rhetorical immersion, as well as immersion into different genres. This dissertation therefore enables for a deeper understanding of debates on immersiveness and provides a useful resource for designers interested in creating atmospheric games.
History
Thesis type
Thesis (PhD)
Thesis note
Thesis submitted for the Degree of Doctor of Philosophy, Swinburne University of Technology, 2024.