In my PhD project I investigate the perception of novelty and ‘finding meaning’ with the help of the extraordinary environments found in Virtual Reality artworks. These are situations where one encounters a foreign world that affords different ways to build a relationship to it. This could be e.g. through directing attention to the world’s structure, its action possibilities for the perceiver and the rhythmic back and forth between the two. The goal in my thesis is to unfold a phenomenology of the perceptual engagement in these situations. To find and study such novel environments I use ‘experiential art’ - artworks which implicitly or directly address coping with unexpected or strange situations. A special focus lies on relational temporal structures and emerging patterns of presence, attention and interaction. This project makes use of the methodologies of phenomenology of perception, aesthetics and meaning-making in the game studies.
- Pleiss, Martin (2012). Warum man mit Flow alleine nicht die Welt rettet. Gamification und Problemräume., I: Mathias Mertens & Anne-Kristin Langner (red.), flow aus spielen: Optimale Erfahrungen durch Computerspiele. blumenkamp Verlag. ISBN 978-3942958073. 6.