Sound Research WIKINDX |
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| Ermi, L., & Mäyrä, F. 2005, June 16–20. Fundamental components of the gameplay experience: Analysing immersion. Paper presented at Changing Views -- Worlds in Play, Toronto. |
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| Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 30/03/2011, 04:15 | |
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Using Pine and Gilmore's (1999) two dimensions of experience, participation (passive <--> active)and connection (absorption <--> immersion), the authors define immersion as "becoming physically or virtually a part of the experience itself" as opposed to absorption which is "directing attention to an experience that is brought to mind" and use these two definitions to define four realms of experience:
Gameplay is escapist. |
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Use McMahan's (2003) three conditions that are required to "create a sense of immersion in digital games: the conventions of the game matching the user expectations, meaningful things to do for the player, and a consistent game world." |
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| An example of one of the questionnaire statements relating to sensory immersion: "The sounds of the game overran the other sounds from the environment". | |
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Paraphrasing Pine (1999) and Gilmore, "immersion means becoming physically or virtually a part of the experience itself" |
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| Fencott, C. (1999). Presence and the content of virtual environments. Retrieved August 4, 2005, from http://web.onyxnet.co.u ... co.uk/pres99/pres99.htm |
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| Added by: Mark Grimshaw-Aagaard 04/08/2005, 14:24 | |
| "If presence is indeed primarily the perceptual result of appropriate content then a deeper understanding of the the way in which the human perceptual systems respond to VE generated content will be a major research area for the near future. It would also seem of great benefit to investigate the theoretical underpinnings of other disciplines, such as film and architecture, to support this activity." | |
| "...as presence is a mental state it is therefore a direct result of perception rather than sensation. In other words, the mental constructions that people build from stimuli are more important than the stimuli themselves." | |
VE perceptual/content details that give rise to presence are in two symbiotic forms that both derive from the logic of virtual the environment:
This is illustrated with a joke: "My dog has no nose! How does he smell? Terrible!" The first two lines are cues, the last a surprise. All three follow a logic with the last dependent on the preceeding logic. |