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.