Immersive Indies: On Immersive Strategies in Independent Games for Virtual Reality (VR)

Authors

DOI:

https://doi.org/10.51698/tripodos.2026.59.07

Keywords:

indie video game, virtual reality (VR), immersion, digital embodiment

Abstract

Since gaining popularity in the early to mid–2000s, indie video games have been extensively researched. Studies have had to keep abreast of the rapidly developing video gaming industry, which the indie sector is helping to inform. Few studies, however, analyse how the indie game sector compares in virtual reality (VR), as an emerging and immersive medium. The relatively novel VR sector lends itself to the experimental nature of indie development, particularly as the mainstream sector has had little influence in VR, and gaming conventions have yet to be established. In this article I analyse how indie games in VR are informing immersive experiences for the player. More specifically, I argue that the lack of mainstream pressure in VR, and reluctance to fully embrace the physicality of the medium, enables indie developers to lead in immersive VR gaming. Analysis of my own autoethnographic experience of prominent contemporary indie games for VR, framed by the Player Immersive Experience (PIE) model (Walter, 2025), demonstrates how the implementation of a ‘full’ virtual body, and player agency through freedom of movement, are used both to affect gameplay systems and to elicit a heightened sense of immersion in VR video gaming experiences.

______________________

Desde que ganaron popularidad a principios y mediados de la década de 2000, los videojuegos independientes han sido objeto de una extensa investigación, y los estudios han tenido que mantenerse al tanto de la rápida evolución de la industria, en la que el sector independiente está contribuyendo significativamente. Sin embargo, pocos estudios analizan cómo se compara el sector de los juegos independientes en la realidad virtual (RV), un medio emergente e inmersivo. El sector de la RV, relativamente novedoso, se presta a la naturaleza experimental del desarrollo independiente, particularmente porque el sector principal ha tenido poca influencia en la RV y las convenciones de juego aún no se han establecido. En este artículo, analizo cómo los juegos independientes en RV están configurando las experiencias inmersivas para el jugador. Más específicamente, sostengo que la falta de presión del mercado principal en la RV, así como la reticencia a abrazar plenamente la corporalidad del medio, permiten a los desarrolladores independientes liderar en los juegos inmersivos de RV. El análisis de mi propia experiencia autoetnográfica con destacados juegos independientes contemporáneos para RV, enmarcado a través del modelo de Experiencia Inmersiva del Jugador (PIE) (Walter, 2025), demuestra cómo la implementación de un cuerpo virtual ‘completo’ y la agencia del jugador a través de la libertad de movimiento se utilizan tanto para afectar los sistemas de juego como para provocar una mayor sensación de inmersión en las experiencias de videojuegos de RV.

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Author Biography

Michael Walter, United Arab Emirates University

Michael Walter is a South African academic, currently lecturing in the Media & Creative Industries Department at the United Arab Emirates University, Al Ain, United Arab Emirates. He received his PhD in Digital Culture & Media from the University of Pretoria, South Africa in 2024. His thesis focused on the multidimensional experience of immersion in video games and virtual reality (VR), for which he developed the Player’s Immersive Experience (PIE) Model, a framework to analyse the complex nature of the immersive experience in (VR) video games. A publication, conference presentation and book chapter, have emanated from his PhD. He completed his undergraduate and master’s degrees at Nelson Mandela University in Port Elizabeth, South Africa. Walter continues his research in video games and immersive media such as VR.

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Published

28-04-2026

How to Cite

Walter, M. (2026). Immersive Indies: On Immersive Strategies in Independent Games for Virtual Reality (VR). Tripodos, (59), 115–133. https://doi.org/10.51698/tripodos.2026.59.07

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