Abstract
Despite a myriad of studies and investigations into the realm of immersion within video games, a definitive consensus on the nature of this experience remains to exist. This thesis embarks upon an exploration into the nature of video game immersion, delving into the pillars of immersion within the context of horror and fantasy video games. The approach adopted throughout this research focuses upon the role of soundscapes accompanying gameplay, and how these shape immersion. Through investigations into player literacies, ludomusical schemas, and expectations, the research within this thesis aims to underscore the foundational pillars which contribute to the development of a spectrum of immersive experiences.
Two key frameworks are developed throughout this thesis — the Supradiegetic Soundscape Taxonomy, and the IA framework. These will be introduced and synthesised throughout the chapters and case studies, serving as essential tools to provide an understanding of the immersive experience within horror and fantasy video games. This thesis aims to demonstrate that immersion can be experienced either cognitively or perceptually upon a spectrum. The examination of sound and its contribution to immersion will expand beyond the game’s boundaries, considering both internal and external soundscapes as integral components in the alignment of a passage of gameplay.
The case studies of prominent games, specifically Bloodborne (FromSoftware, Inc, 2015), The Legend of Zelda: Tears of the Kingdom (Nintendo, 2023), and The Quarry (Supermassive Games, 2022) will provide a means of testing the frameworks. Through these, this research aims to establish a grounded understanding of immersion in video games, emphasising the role of soundscapes in crafting immersive experiences distinct to each individual player.
Two key frameworks are developed throughout this thesis — the Supradiegetic Soundscape Taxonomy, and the IA framework. These will be introduced and synthesised throughout the chapters and case studies, serving as essential tools to provide an understanding of the immersive experience within horror and fantasy video games. This thesis aims to demonstrate that immersion can be experienced either cognitively or perceptually upon a spectrum. The examination of sound and its contribution to immersion will expand beyond the game’s boundaries, considering both internal and external soundscapes as integral components in the alignment of a passage of gameplay.
The case studies of prominent games, specifically Bloodborne (FromSoftware, Inc, 2015), The Legend of Zelda: Tears of the Kingdom (Nintendo, 2023), and The Quarry (Supermassive Games, 2022) will provide a means of testing the frameworks. Through these, this research aims to establish a grounded understanding of immersion in video games, emphasising the role of soundscapes in crafting immersive experiences distinct to each individual player.
| Original language | English |
|---|---|
| Qualification | Doctor of Philosophy (PhD) |
| Awarding Institution |
|
| Supervisors/Advisors |
|
| Award date | 1 Jul 2024 |
| Place of Publication | Kingston upon Thames, U.K. |
| Publisher | |
| Publication status | Published - 16 Mar 2026 |
| Externally published | Yes |
Keywords
- Communication, cultural and media studies
- Game Studies; Ludomusicology; Immersion; Literacy; Schema theory; Horror; Fantasy
PhD type
- Standard route
Fingerprint
Dive into the research topics of 'Soundscapes of unease: exploring immersion in horror and fantasy video games'. Together they form a unique fingerprint.Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver