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McMahan, A. (2003). Immersion, engagement, and presence: A new method for analyzing 3-D video games. In M. J. P. Wolf & B. Perron (Eds.), The Video Game Theory Reader. (pp. 67–87). New York: Routledge.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 01/02/2018, 14:16

"Immersion is not wholly subject to the technology's physical dimensions nor is it wholly dependent on audio or photo realism. Three conditions are required for immersion"


  • "the user's expectations of the game or environment must match the environment's conventions fairly closely"
  • "the user's actions must have a non-trivial impact on the environment"
  • "the conventions of the world must be consistent"

These conditions are described further by Ermi (Ermi & Mäyrä 2005)

 

Defining realism as one of the factors of immersion/presence, McMahan describes two parts of it: social realism and perceptual realism.

She extends Fencott's (1999) work and his argument that, because presence relies on perception (which is a mental rather than sensory/tactile state), increased presence derives from increased field of view and a strong sense of foreground and background. Fencott has derived Perceptual Opportunities which include:


  • Sureties -- indicators, signs, architectural detail
  • Shocks -- polygon leaks, poor design - anything which detracts from presence and indicates that this is merely a game
  • Surprises -- nonpredictable details that are a part of the virtual world's logic and design. 3 types of surprises

    1. Attractors - tempt the user to do something.
    2. Connectors -- similar to sureties in helping the user's orientation.
    3. Retainers -- make the user "linger and enjoy" parts of the environment.

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