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Ekman, I., Lahti, J., Nummela, J., Lankoski, P., & Mäyrä, F. 2005, June 16–20. Designing sound for a pervasive mobile game. Paper presented at Changing Views -- Worlds in Play, Toronto.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 07/01/2019, 12:02
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.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 30/03/2011, 04:15

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:


  • Entertainment -- absorption and passive participation
  • Educational -- absorption and active participation
  • Aesthetic -- immersion and passive participation
  • Escapist -- immersion and active participation

Gameplay is escapist.

 

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."

 
An example of one of the questionnaire statements relating to sensory immersion: "The sounds of the game overran the other sounds from the environment".  

Paraphrasing Pine (1999) and Gilmore, "immersion means becoming physically or virtually a part of the experience itself"

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