Skip to main navigation menu Skip to main content Skip to site footer

Articles

Vol. 2 No. 2 (2022)

Mediating space: Framing strategy and sense of presence across the real-virtual environments

DOI
https://doi.org/10.7454/arsnet.v2i2.60
Published
2022-10-31
Article downloads
187
Submitted
2022-09-12
Accepted
2022-10-22

Abstract

This study discusses the idea of mediated space as a space formed through the combination of actor and entities in real and virtual environment. This mix of real and virtual environments is made possible through the involvement of the screen as the technological device that mediate the connection between them. Question then arises regarding the process that happen during this mediation, specifically regarding how to frame the virtual environment on the screen to establish an engagement with actor in real environment. Using the case of video game titled Persona 5, this study investigates this question through the concept of framing strategy and sense of presence. The discussion addresses two main points: (1) Utilisation of different framing strategies—based on the idea of immersion, mapping, and miniaturisation—provide different possibilities of action and interaction for the actor; (2) each framing strategy contribute to different dimension of presence that can complement each other within the formation process of mediated space.

References

  1. Anders, P. (2005). Cybrid principles: Guidelines for merging physical and cyber spaces. International Journal of Architectural Computing, 3(3), 391–406. https://doi.org/10.1260/147807705775377294

  2. Brown, J. (2019). Mediated space: The architecture of news, advertising and entertainment. RIBA Publishing.

  3. de Certeau, M. (1984). The practice of everyday life. University of California Press.

  4. Djaouti, D., Alvarez, J., Jessel, J. -P., Methel, G., & Molinier, P. (2008). A gameplay definition through videogame classification. International Journal of Computer Games Technology, Article ID 470350. https://doi.org/10.1155/2008/470350

  5. Fabricatore, C. (2007, October). Gameplay and game mechanics design: A key to quality in videogames. OECD-CERI Expert Meeting on Videogames and Education Conference. https://doi.org/10.13140/RG.2.1.1125.4167

  6. Friedberg, A. (2009). The virtual window: From Alberti to Microsoft. MIT Press.

  7. Gullström, C. (2010). Presence design: Mediated spaces extending architecture (Publication No. 349960) [Doctoral dissertation, KTH Royal Institute of Technology]

  8. Harrison, S. (2009). Section 2: The space of media space. In S. Harrison (Ed), Media Space 20+ Years of Mediated Life (pp. 199–204). Springer.

  9. Henderson, A. (2009). Constructing space. In S. Harrison (Ed), Media Space 20+ Years of Mediated Life (pp. 205–216). Springer.

  10. Koslowski, B. (2017). Framing privacy: Architectural representation in digital spaces (Publication No. 3398) [Doctoral dissertation, Royal College of Art]

  11. Lee, K. M. (2004). Presence, explicated. Communication Theory, 14(1), 27–50. https://doi.org/10.1111/j.1468-2885.2004.tb00302.x

  12. Mark, W. (1999). Turning pervasive computing into mediated spaces. IBM Systems Journal, 38(4), 677–692. https://doi.org/10.1147/sj.384.0677

  13. Miltiadis, C. (2020). Oblivious to gravity: Virtual architecture between disciplinary dead ends and complex intersections. ArchiDOCT, 8(1), 24–37. http://www.archidoct.net/Issues/vol8_iss1/ArchiDoct_vol7_is3_Variability_3.Miltiadis.pdf

  14. Newman, I., & Ridenour, C. (1998). Qualitative-quantitative research methodology: Exploring the interactive continuum. Educational Leadership Faculty Publications. http://ecommons.udayton.edu/eda_fac_pub/122

  15. Reno, L. A. (2005). Presence and mediated spaces: A review. PsychNology Journal, 3(2), 181–199. https://psycnet.apa.org/record/2006-01742-004

  16. Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42(2), 73—93. https://doi.org/10.1111/j.1460-2466.1992.tb00812.x

  17. Stirling, E. (2016). 'I'm always on Facebook!': Exploring Facebook as a mainstream research tool and ethnographic site. In H. Snee, C. Hine, Y. Morey, S. Roberts & H. Watson (Eds.), Digital methods for social science. An interdisciplinary guide to research innovation (pp. 51–66). Palgrave Macmillan.

  18. Tamborini, R., & Bowman, N. D. (2010). Presence in video games. Immersed in Media: Telepresence in Everyday Life. 5, 87–109. Retrieved in April 13, 2022, from https://www.researchgate.net/publication/283995961_Presence_in_video_games/citations

  19. Tuan, Y. (1977). Space and place: The perspective of experience. The University of Minnesota Press.

  20. Tuli, F. (2010). The basis of distinction between qualitative and quantitative research in social science: Reflection on ontological, epistemological and methodological perspectives. Ethiopian Journal of Education and Sciences, 6(1), 97—108. https://doi.org/10.4314/ejesc.v6i1.65384

  21. Wartenberg, C., & Wiborg, P. (2003). Precision of exocentric distance judgments in desktop and cube presentation. Presence: Teleoperators & Virtual Environments, 12(2), 196–206. https://doi.org/10.1162/105474603321640941

  22. Wirth, W., Hartmann, T., Böcking, S., Vorderer, P., Klimmt, P., Schramm, H., Saari, T., Laarni, J., Ravaja, N., Gouveia, F. R., Biocca, F., Gouveia, L. B., Rebeiro, N., Sacau, A., Jäncke, L., Baumgartner, T., & Jäncke, P. (2007). A process model of the formation of spatial presence experiences. Media Psychology, 9(3), 493–525. https://doi.org/10.1080/15213260701283079

Downloads

Download data is not yet available.