Gaming Immersion and Cultural Representation from the Perspective of Embodied Cognition: A Case Study of Black Myth: Wukong
Abstract
With the development and popularization of virtual technology, the perception and experience of the subject in games have been extended and enhanced like never before, with the body becoming an important part of communication and interaction in virtual spaces. This article starts from Merleau-Ponty’s research on body and spatial perception, using the role-playing game Black Myth: Wukong as a case study, to explore how the technological body, under the influence of game culture, evolves into a cultural perception of space and a symbol of identity within the game world. By examining the real world and cultural landscape behind the game, the cultural implications of virtual space are extended to the real world.
Keywords: Phenomenology of Perception, Immersive Experience, Cultural identity, Spatial media
DOI: 10.54941/ahfe1006367
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