Norwegian version of this page

Egil Ovesen

Image of Egil Ovesen
Email
egil.ovesen@uia.no
Mobile phone
+47 41 50 85 48

Research

Sublime Experiences from VR and videogames

The purpose of my PhD-project is to contribute new knowledge on aesthetic experiences from VR and videogames – and specifically experiences of the sublime. Among the characteristics of the sublime is a feeling of diminishment when experiencing something grand, such as majestic nature, a colossal cathedral or one of Beethoven’s mighty symphonies. This may lead to a feeling of stronger connectedness to nature or to other people. Development of innovative, quantitative methods using new technology is an integral part of the PhD-project.

The research discipline of the PhD-project is empirical aesthetics. This is a multiple disciplinary and empirically based research discipline that often includes theory and methods from scientific behavioural sciences and experimental psychology to gain understanding of aesthetic experiences and the various ways of involvement with all forms of arts.

The PhD-project is by publication and consists of three articles and an extended introduction. The first two articles are based on a study with 70 research participants who experienced a 25-minute-long film in VR. The methods included psychometrics, pre/post/follow-up tests and psychophysiological measures. The study was conducted together with an international group of researchers within empirical aesthetics. The results are presented in an article entitled “The Overview Effect Makes Us Feel More Connected to Nature: Evidence from an Experimental Study Using an Artistically Designed Virtual Reality Video”. The second article is an associated method article with emphasis on pre-processing and analysis of time series data and visualisations and verifications of the results.

The third article is on sublime experiences from the videogame Journey. The data for this article is over 10.000 public user reviews downloaded from the internet. These were analysed using computational technology. A local large language model was accessed from the statistical software R to make a codebook and then code each review based on the principles of thematic analysis. The results were parsed into a matrix, from which I could calculate total correlations. The codes were then grouped into factors using explorative factor analysis, and from this I could use mediated analysis to arrive at a visual model.

The extended introduction binds the findings from these articles together and suggests a model of characteristics of and mechanisms behind the experience of the sublime.

Publications

  • Ovesen, Egil (2026). Striving for interactivity. In Myrvold, Charlotte Blanche; Skregelid, Lisbet & Tronstad, Ragnhild (Ed.), Den kulturelle skolesekken: Forskning møter praksis. Cappelen Damm Akademisk. ISSN 9788202917814. p. 161–186. doi: 10.23865/cdf.286. Full text in Research Archive

View all works in NVA

  • Ovesen, Egil (2026). Striving for participation in The Cultural Schoolbag. Full text in Research Archive
  • Ovesen, Egil (2026). Inside a plexiglass display case on a pedestal? Videogames as art. Full text in Research Archive
  • Ovesen, Egil (2026). Sublime Experiences from the Videogame Journey: A Computational Analysis of 10.000 User Reviews. Full text in Research Archive
  • Ovesen, Egil (2025). Dataspel i lys av ulike kunstforståingar. doi: https:/www.kulturtanken.no/kalender/2025/fagdag-om-dataspill/. Full text in Research Archive
  • Ovesen, Egil; Bjørkavoll, Mariann & Muriaas, Trine Isaksen (2025). Workshop da Vinci: Inviting Pupils to Become Co-creators and Co-researchers. doi: https:/www.inseaconference.com/general-information. Full text in Research Archive
  • Ovesen, Egil (2025). The Videogame Journey: Sublime Experiences and Social Connectedness. doi: https:/www.inseaconference.com/general-information. Full text in Research Archive
  • Ovesen, Egil; Chamberlain, Rebecca; Fingerhut, Joerg; Nezami, Annahita & Pelowski, Matthew (2024). Refining raw data of psychophysiological measures and continuous-self ratings into useful and reliable time series plots. Full text in Research Archive
  • Ovesen, Egil; Chamberlain, Rebecca; Fingerhut, Joerg; Nezami, Annahita & Pelowski, Matthew (2024). Experiencing the Overview Effect Makes Us Feel More Connected to Nature: Evidence from an Experimental Study Combining Virtual Reality with Artistic Images and Music. Full text in Research Archive
  • Ovesen, Egil (2024). Estetisk ærefrykt i dataspill. Full text in Research Archive
  • Ovesen, Egil & Zunic, Elmedin (2024). “Diversity” og kunstforståelse utfra et akademisk-kunstnerisk perspektiv. Full text in Research Archive
  • Ovesen, Egil; Chamberlain, Rebecca; Fingerhut, Joerg; Nezami, Annahita & Pelowski, Matthew (2024). Noisy time series data of video and music perception in virtual reality (VR): Preprocessing of data, time series plots and analyses. Full text in Research Archive
  • Ovesen, Egil (2024). An ongoing analysis of 6.000 user reviews of the videogame Journey. Full text in Research Archive
  • Ovesen, Egil (2023). New Media, Old Dilemmas: A Study at the Intersection of Interactivity, Arts and Education. Full text in Research Archive
  • Ovesen, Egil (2022). Virtual Reality Overview Effect (VROE). Full text in Research Archive
  • Ovesen, Egil (2021). La ikkje kriseløysingar forma det nye digitale innhaldet i Den kulturelle skulesekken. Full text in Research Archive
  • Ovesen, Egil; Ulvund, Marit & Stenslie, Ståle (2021). Kunstproduksjon gjennom digitale medium. Full text in Research Archive

View all works in NVA

Published Apr. 16, 2024 11:25 AM - Last modified Mar. 28, 2026 10:08 PM