Defining the term 'Immersion' in a gaming context
Some research into the definition of immersion is key to this project in allowing for a more direct approach of both research and practice.
Janet Murray (1997) describes immersion as;
“Immersion is a metaphorical term derived from the physical experience of being submerged in water. We seek the same feeling from a psychologically immersive experience that we do from a plunge in the ocean or swimming pool: the sensation of being surrounded by a completely other reality, as different as water is from air, that takes over all of our attention, our whole perceptual apparatus” (Murray, 1997, p. 98)
Dovey and Kennedy describe immersion in a similar fashion by adding that it is “the experience of losing a sense of embodiment in the present whilst connecting on a meditated environment” (Dovey & Kennedy, 2006, p. 146). It is worth noting that immersion can also be related to other forms of entertainment such as books, or film but the difference here is that these are static or linear as opposed to an interactive game. Brown & Cairns (2004) highlight that the term immersion or immersive is used frequently to describe games throughout the gaming community but add that the term is also used without a coherent explanation (Brown & Cairns. 2004, p.1). Other terms have also been used to describe the immersive state such as ‘Incorporation’ (Calleja, 2007) and ‘Presence’ (McMahan, 2003). Jennett et al (2008) also mention ‘Presence’ as well as other concepts such as ‘Flow’ and ‘Cognitive absorption’. However they argue that “immersion is clearly distinct from these established concepts and a better understanding of immersion would be crucial in understanding the relationship between people and videogames” (Jennett et al, 2008, p. 642).
It appears that the term 'immersion' is somewhat disputed however enough has been found to apply a broad definition. Further reading will try to establish the connection between audio and immersion.
Dovey and Kennedy describe immersion in a similar fashion by adding that it is “the experience of losing a sense of embodiment in the present whilst connecting on a meditated environment” (Dovey & Kennedy, 2006, p. 146). It is worth noting that immersion can also be related to other forms of entertainment such as books, or film but the difference here is that these are static or linear as opposed to an interactive game. Brown & Cairns (2004) highlight that the term immersion or immersive is used frequently to describe games throughout the gaming community but add that the term is also used without a coherent explanation (Brown & Cairns. 2004, p.1). Other terms have also been used to describe the immersive state such as ‘Incorporation’ (Calleja, 2007) and ‘Presence’ (McMahan, 2003). Jennett et al (2008) also mention ‘Presence’ as well as other concepts such as ‘Flow’ and ‘Cognitive absorption’. However they argue that “immersion is clearly distinct from these established concepts and a better understanding of immersion would be crucial in understanding the relationship between people and videogames” (Jennett et al, 2008, p. 642).
It appears that the term 'immersion' is somewhat disputed however enough has been found to apply a broad definition. Further reading will try to establish the connection between audio and immersion.
References:
Brown, E. and Cairns, P. (2004). A Grounded Investigation of Game Immersion. Extended Abstracts of the 2004 Conference on Human Factors and Computing Systems, Vienna April 24-29 2004. New York: ACM. pp. 1297-1300. [online]. Available from: http://www-users.cs.york.ac.uk/~pcairns/papers/Immersion.pdf [Accessed 1st November 2014]
Calleja, G. (2007). Revising Immersion: A Conceptual Model for the Analysis of Digital Game Involvement. Digital Games Research Association (DiGRA). Situated Play, Proceedings of DiGRA 2007 Conference. [online]. Available from: http://www.digra.org/wp-content/uploads/digital-library/07312.10496.pdf [Accessed 3rd November 2014]
Dovey, J. And Kennedy, H.W. (2006). Game Cultures: Computer games as new Media. Berkshire: Open University Press.
Jennett et al. (2008). Measuring and defining the experience of immersion in games. Int. J. Human-Computer Studies. 66(May): pp. 641-661.
McMahan, A. (2003). The Video Game Theory Reader. Chapter 3 - Immersion, Engagement, and Presence. New York: Toylor & Francis Books, Inc.
Brown, E. and Cairns, P. (2004). A Grounded Investigation of Game Immersion. Extended Abstracts of the 2004 Conference on Human Factors and Computing Systems, Vienna April 24-29 2004. New York: ACM. pp. 1297-1300. [online]. Available from: http://www-users.cs.york.ac.uk/~pcairns/papers/Immersion.pdf [Accessed 1st November 2014]
Calleja, G. (2007). Revising Immersion: A Conceptual Model for the Analysis of Digital Game Involvement. Digital Games Research Association (DiGRA). Situated Play, Proceedings of DiGRA 2007 Conference. [online]. Available from: http://www.digra.org/wp-content/uploads/digital-library/07312.10496.pdf [Accessed 3rd November 2014]
Dovey, J. And Kennedy, H.W. (2006). Game Cultures: Computer games as new Media. Berkshire: Open University Press.
Jennett et al. (2008). Measuring and defining the experience of immersion in games. Int. J. Human-Computer Studies. 66(May): pp. 641-661.
McMahan, A. (2003). The Video Game Theory Reader. Chapter 3 - Immersion, Engagement, and Presence. New York: Toylor & Francis Books, Inc.
Taylor, L. 2002. VIDEO
GAMES: PERSPECTIVE, POINT-OF-VIEW, AND IMMERSION. [online]. Available from:
http://etd.fcla.edu/UF/UFE1000166/taylor_l.pdf
[Accessed 25 October 2014]
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