To what degree the immersion of the players are distinct and analyzable on a casual gaming interaction ?
This thesis aims to bring an answer to this problematic by questionning the position of players and their avatars during a multiplayer gaming session. Conversational and multimodal analysis are applied on a corpus of four games : Call of Duty Warzone, The Sims 4, The Elder Scrolls Online and A Way Out.
Link to the thesis : Mémoire – M2 SDL – THOMAS FRANCO PINTO