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Home Virtual Reality

Why ‘Embodiment’ Takes Precedence Over ‘Immersion’

by PressStartReport
March 7, 2025
in Virtual Reality
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In our ongoing series, Inside XR Design, we’re diving deep into standout examples of exceptional XR design. Today, let’s turn our attention to the game Synapse and delve into the concept of embodiment and why it’s crucial for creating engaging VR experiences.

Editor’s note: It’s surprising how fast time flies. It’s been a year since this piece first came out, and yet, the insights remain as vital as ever in 2025. We’re bringing it back to the forefront to continue exploring why embodiment plays a pivotal role in crafting compelling VR content.

You can check out the full video below, or read on for a text version that’s been adapted for your enjoyment.

Defining Embodiment

Welcome to another installment of Inside XR Design. Today, I’ll be focusing on Synapse, a 2023 PSVR 2 exclusive from nDreams. But rather than just marveling at the exciting shooting and explosions, we’re examining how embodiment plays a key role in the game’s design.

So, what exactly is embodiment, and why am I discussing it instead of jumping into the game’s flashy graphics? Understanding this concept allows us to appreciate the effective design decisions in Synapse. Stick with me here for a bit.

Embodiment refers to the sensation of being truly present within a VR environment, like you’re physically standing within the game world.

Now, you might ask, “Isn’t that what we usually call immersion?”

While ‘immersion’ often gets used this way, I want to distinguish between ‘immersion’ and ‘embodiment’. In our context, immersion captures your full attention, much like being engrossed in a gripping movie. Yet, even the most captivating film never makes you feel like you’re physically part of the action, right?

That’s where embodiment steps in. For clarity, I define immersion as about focusing attention. Embodiment, however, is about feeling physically present and how you interact with the surroundings.

Here’s the thing—all VR games inherently get immersion. Just by covering your vision and hearing, they generally have your full attention as soon as you slip on that headset.

Yet, some VR games go further. They don’t just capture our attention; they make us feel like our bodies are transported into a virtual space. As if you could reach out and touch the digital elements.

So, while immersion involves attention, embodiment is about truly feeling you’re there.

It’s crucial to note that embodiment doesn’t operate in a binary manner; it exists on a spectrum. Some VR games slightly embody players, whereas others achieve this to a far greater extent. So, what sets them apart?

That’s precisely what we’ll discuss in relation to Synapse.

Cover You Can Feel

At first sight, Synapse may appear to be just another VR shooter, yet it features deliberate design elements that foster a strong sense of embodiment. Let’s start with the cover system.

Every VR shooter has cover—you hide behind walls, which shield you from bullets. But typically, these walls merely exist in the game without interacting with you.

Synapse transforms walls and cover into interactive elements. You can physically grab them with your hand and pull yourself into and out of cover, which feels so intuitive and enhances gameplay.

When you physically maneuver yourself around the wall rather than strafing with a thumbstick, the wall seems more tangible. Specifically, because when you grab the wall and use it as an anchor point, it integrates into your proprioceptive model subconsciously.

Understanding Proprioception

Let’s pause to unpack proprioception, a term that often surfaces when discussing tricks to make our bodies feel they’ve moved elsewhere.

One vivid illustration of proprioception in action involves a cat clip—it may sound odd, but bear with me. Notice how the cat approaches a table and effortlessly moves its ear at the precise moment needed to avoid contact.

This represents proprioception—your body’s innate sense of its position relative to surrounding objects. For the cat to instinctively adjust its ear, it must possess an understanding of the space both it and the table occupy.

In Synapse, when using the cover system, you instinctively realize, “If I pull the wall right, my body moves left.”

Walls thus transcend being mere visual objects—they become substantial, letting you engage directly to adjust your position. Your mind then heightens its awareness of wall proximity, making them feel more genuine. Consequently, your body embodies the simulation more vividly.

Mags Out

Walls in Synapse serve additional purposes beyond cover. They even aid in reloading weapons.

Stepping back from embodiment for a moment—this design touch is intriguing. In Inside XR Design #4, we explored the realistic weapon model in Half-Life: Alyx. By contrast, Synapse is a fast-paced game that opts for a quick yet enthralling reloading system.

Rather than manipulating inventory items, magazines automatically pop out and float, and to reload, you slide them back into place. While it might seem whimsical, it fits the sci-fi context and streamlines the process, retaining fun and momentum.

This aspect complements the cover system excellently. The cover mechanism engages one hand, so reloading by pressing a magazine against the wall offers an elegant solution that fits both systems seamlessly.

But more than being clever, it offers yet another meaningful engagement with the wall—making it feel tangibly present. You become aware of your arm’s proximity to the wall, integrating it into your proprioceptive awareness.

Thus, both pulling yourself for cover and using walls to reload reinforce the game’s realism through intimate interactions.

Remember, the more real your surroundings feel, the more convinced you become of standing within them—that’s embodiment. While virtual worlds innately immerse, embodiment transcends visuals, engaging tactile senses.

And when it comes to engaging with the world, Synapse kicks it up a notch with its remarkable telekinesis system.

Continue on Page 2: Extend Your Reach »

Tags: TakesEmbodimentPrecedenceImmersion
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