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Abstract
The term ‘immersion’ is used frequently by professional video game developers (in both the entertainment and serious/applied industries), academics, journalists, and players. However, this word can refer to a range of different modes of engagement for players and standardisation would improve discussion of the topic. This paper suggests and explains four categories:
1. 'Systems immersion' can be used to describe when players are deeply engaged with the mechanics, challenges, and rules of a game, and is similar to a state of ‘flow’.
2. 'Spatial immersion' is the sense of a player being present in, or transported to, the virtual world, and is linked to the concept of embodiment.
3. 'Empathic/social immersion' describes the connection that a player may develop towards the characters (AI or human) and the social context of a game.
4. 'Narrative/sequential immersion' can be used to describe a player’s compulsion to see how a sequence of events continues, typically in a narrative, but this is related to any progression, such as exploring new spaces or evolving gameplay mechanics.
1. 'Systems immersion' can be used to describe when players are deeply engaged with the mechanics, challenges, and rules of a game, and is similar to a state of ‘flow’.
2. 'Spatial immersion' is the sense of a player being present in, or transported to, the virtual world, and is linked to the concept of embodiment.
3. 'Empathic/social immersion' describes the connection that a player may develop towards the characters (AI or human) and the social context of a game.
4. 'Narrative/sequential immersion' can be used to describe a player’s compulsion to see how a sequence of events continues, typically in a narrative, but this is related to any progression, such as exploring new spaces or evolving gameplay mechanics.
Original language | English |
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Number of pages | 14 |
Journal | Published on Researchgate |
Publication status | Published - 17 Apr 2020 |
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Narrative and Storytelling in Video Games
Haggis-Burridge, M. (PI) & Buijtenweg, T. (CoI)
2/04/15 → …
Project: Research