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:
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., Lindley, C. A., & Nacke, L. 2008, October 22–23. Sound and immersion in the first-person shooter: Mixed measurement of the player's sonic experience. Paper presented at Audio Mostly 2008, Piteå, Sweden.
Added by: Mark Grimshaw-Aagaard Last edited by: Deleted user 31/07/2009, 16:58
Kattenbelt, C., & Raessens, J. 2003, November 4–6. Computer games and the complexity of experience. Paper presented at Level Up.
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 31/08/2006, 10:58
"The lyric position primarily concerns an emotional orientation towards an affective perception of the world; the dramatic position primarily concerns an action-motivated orientation towards and a senso-motorial perception of the world; and the epic position primarily concerns a reflective oreientation towards and a contemplative perception of the world. The lyric and the epci position [sic] have in common that the player is liberated from the necessity of action."
State that computer games are usually analyzed as a sensory-motor model closely related to actuality and to the causality of action. This presupposes the Aristotelean, action-driven dramatic model. The complexity of experience on the part of the player is not done justice to with this approach.
Nacke, L., & Grimshaw, M. (2011). Player-game interaction through affective sound. In M. Grimshaw (Ed), Game sound technology and player interaction: concepts and developments. (pp. 264–285). Hershey (PA): IGI.
Added by: Mark Grimshaw-Aagaard 14/07/2011, 09:33
Nacke, L., Lindley, C. A., & Stellmach, S. 2008, October 20–21. Log who's playing: Psychophysiological game analysis made easy through event logging. Paper presented at Fun and Games, Berlin Heidelberg.
Added by: Mark Grimshaw-Aagaard Last edited by: Deleted user 31/07/2009, 16:50
Tinwell, A., Grimshaw, M., & Williams, A. (2011). Uncanny speech. In M. Grimshaw (Ed), Game sound technology and player interaction: concepts and developments. (pp. 213–234). Hershey (PA): IGI.