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Possessed by the Game: Flow State and Embodied Presence Within a Virtual Reality Game

aut.thirdpc.containsNo
aut.thirdpc.removedYes
dc.contributor.advisorSmith, James
dc.contributor.advisorTodoroki, Masaya
dc.contributor.authorDavies, Drew
dc.date.accessioned2026-08-30T22:13:45Z
dc.date.issued2026
dc.description.abstractThis research explores how Virtual Reality (VR) games can prolong and enhance a player's flow state by fostering embodied presence. Following a practice-led design process using theorists such as Csíkszentmihályi’s (1990) theory of flow and existing research on presence and embodiment in VR, this study explores how mechanics, such as controls, eye-tracking, and gameplay, can be deliberately designed to deepen player engagement in a VR horror game. This project follows an iterative design methodology, cycling through conceptualisation, prototyping, and evaluation to refine ideas and ultimately design an immersive game which tests ways to sustain player flow. Central to this process is the integration of VR techniques - like eye-tracking for gaze-based interactions and bodily engagement- to invite natural perception and interaction within the virtual environment. This practice-led project offers insights into designing flow state in VR games. Findings include that gradual challenge progression, embedded narrative and UI systems, and interactions and controls focused on creating embodiment can support sustained attention and flow within VR. Eye- and hand-tracking increase a sense of presence but have limitations in reliability and precision.
dc.identifier.urihttp://hdl.handle.net/10292/21849
dc.language.isoen
dc.publisherAuckland University of Technology
dc.rights.accessrightsOpenAccess
dc.subjectVirtual Reality
dc.subjectFlow State
dc.subjectEmbodiment
dc.subjectPresence
dc.subjectEye Tracking
dc.titlePossessed by the Game: Flow State and Embodied Presence Within a Virtual Reality Game
dc.typeThesis
thesis.degree.grantorAuckland University of Technology
thesis.degree.nameMaster of Design

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