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Calleja, G. 2007, September 24–28. Revising immersion: A conceptual model for the analysis of digital game involvement. Paper presented at Situated Play, University of Tokyo.    
Added by: Mark Grimshaw-Aagaard 23/08/2009, 11:31
Uses a form of Goffman's 'frames' to account for incorporation where "[e]ach frame represents a modality of meaning through which the role of playing experience is interpreted and performed. Players swith between frames rapidly and fluently". There are 6 frames:

1. tactical involvement
2. affective involvement
3. narrative involvement
4. shared involvement
5. performative involvement
6. spatial involvement

The Digital Game Involvement Model has two temporal phases: macro-involvement and micro-involvement. The latter operates on a "moment by moment involvement of the game-playing instance" whereas the former focuses on "sustained engagement through the long-term". During each of the two phases, players can experience one or more of the 6 frames.
 
"Performative engagement is the actualization of tactical involvement representing the execution of established decisions"  
The 6 frames describe "a spectrum of experience ranging from conscious attention to internalized knowledge." ...See comments about the quote "This process of internalization also implies an intensification in focus where players cease to view the virtual environment as separate from their immediate surroundings and start interacting with it in an instinctive way".  
"Incorporation is the subjective experience of inhabiting a virtual environment facilitated by the potential to act meaningfully within it while being present to others."  
Calleja's objection to the term 'immersion' is that it is a binary opposition between the player and the game world where the game screen, the computer monitor or TV, is the boundary with the represented game environment on one side and the real world on the other.
Grimshaw, M., & Schott, G. 2007, September 24–28. Situating gaming as a sonic experience: The acoustic ecology of first person shooters. Paper presented at Situated Play, University of Tokyo.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 15/02/2008, 09:41
Hoeger, L., & Huber, W. 2007, September 24–28. Ghostly manipulation: Fatal Frame II and the videogame uncanny. Paper presented at Situated Play, University of Tokyo.   
Added by: Mark Grimshaw-Aagaard 08/05/2009, 04:27
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