ABSTRACT

Emotional, physiological and sensory stimuli are used to give players a sense of presence in virtual landscapes. This chapter explores the ways in which scholars have used games, not merely as texts for analysis, but as case study sites within which to undertake research via digital ethnography and active interventions with participants. It examines the origins of games studies and some of the specific cultures that have arisen around gaming. The chapter then turns to explicitly examine how embodiment is dealt with in games. The creation of digital landscapes is explored, specifically in how it interact with these digital spaces. The chapter reflects on the research possibilities that are opened by scholars building their own game environments. Nonetheless, while accessing the more gamerly functions of Unity requires some programming skill, it is possible to build relatively simple virtual landscapes using existing code 'prefabs' and freely available digital models.