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7. The Time it Takes to Tend Virtual Succulents : Immersing Oneself in a Playthrough of Viridi

  • Gabriel Tremblay-Gaudette
© 2025 Amsterdam University Press, Amsterdam

© 2025 Amsterdam University Press, Amsterdam

Chapters in this book

  1. Frontmatter 1
  2. Table of Contents 5
  3. Acknowledgements 9
  4. Introduction 13
  5. Section 1 Altered States
  6. 1. Immersive Situativity: Perspectives on Being In/Out of Sync 33
  7. 2. Douglas Trumbull and the Technological Aesthetic of Brainstorm 55
  8. 3. Dual Cognitive Approach 81
  9. 4. Emotional and Immersive Experiences in Films and Games : Looking into the Perceptual Model and Striving for a Motivational Theory 105
  10. 5. Interaction and Immersion Logics in Encounters: Coalescence of Bodies in a Liquid Space 123
  11. 6. Facing Oneself : Out-of-Body Experience, Immersion, and the Remediation of Cinema through Virtual Reality 141
  12. 7. The Time it Takes to Tend Virtual Succulents : Immersing Oneself in a Playthrough of Viridi 163
  13. Section 2 Finding New Frames
  14. 8. The Many Births of Virtual Reality 187
  15. 9. Seeing by Automobility : Protoautomobility, Immersion, the Traveller-Spectator, and the Phantom Ride, 1897–1912 203
  16. 10. From Participation to Immersion : Promotional Tactics around Tricked and Dynamic Seats in the Film Theatre 223
  17. 11. Surface and Depth : The Picture Plane as a Site of Immersivity in the Digital Age 245
  18. 12. “Let’s Cross This Portal Together” : Immersion Mechanisms in VR Performances and Their Current Limitations 265
  19. 13. Immersive Materiality and Television Production in The Dark Crystal : Age of Resistance (2019) 285
  20. 14. “More Mbappé Than Me?” : Soccer Video Games, Athletic Bodies, and the Performative Displacement 305
  21. Section 3 The Edge of Sense(s)
  22. 15. Walter Benjamin on the Threshold of Immersion 325
  23. 16. Correlations of Immersion and Authenticity in the Experience of Fencing in Hellish Quart and For Honor 347
  24. 17. New Heritage Ecologies : Embracing Entanglement and Complexity in Virtual Heritage Immersion 373
  25. 18. The Contribution of Narrative Puzzles to Player Challenge- Based Immersion: A Case Study of Abzû 393
  26. 19. The Opposite of Elsewhere: Home Video as Virtual Reality 417
  27. 20. Video Game Immersion as Bodily Atmospheric Attunement 435
  28. Section 4 Interviews
  29. 21. Beyond Frontiers : An Interview with Félix Lajeunesse (Cofounder and Chief Creative Officer, Felix & Paul Studios) 455
  30. 22. Producing Intravene: An Experiment in Immersive Audio 463
  31. 23. A Much-Needed Conversation with Women Working in VR 473
  32. 24. Espace & Présence: An Interview with Guillaume Perreault-Roy 489
  33. 25. The Ultimate Potential of Immersive Media : An Interview with Kent Bye (Host of the Voices of VR Podcast) 497
  34. 26. An interview with Skawennati 511
  35. Indices 519
States of Immersion Across Media
This chapter is in the book States of Immersion Across Media
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