In my thesis, I explore immersion in video games through the lens of space, the body, and perception, with an emphasis on critical video games and non-games. I focus on understanding virtual space as a multi-layered and heterotopic environment that transcends the mere representation of physical space. In doing so, I draw on the theories of Michel Foucault and treat video games as spatial and aesthetic systems that engage the player primarily through modes of orientation, movement, and perception within the digital environment. I pay particular attention to the video game The Night Journey, which I analyze as an example of a contemplative and non-goal-oriented gaming experience. I explore how, through slow navigation, the absence of a clear goal, hazy visuals, and spatial disorientation, feelings of presence, the sublime, and a loss of distance between the player and the game’s virtual space are established. In this context, I understand critical video games as a medium that is not necessarily based on competition or efficiency, but rather opens up space for reflection and contemplation.
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