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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"

Esposito, N. 2005, June 16–20. A short and simple definition of what a videogame is. Paper presented at Changing Views -- Worlds in Play, Toronto.    
Added by: Mark Grimshaw-Aagaard 09/08/2005, 10:55
"A videogame is a game which we play thanks to an audiovisual apparatus and which can be based on a story."
Fernández-Vara, C., Zagal, J. P., & Mateas, M. 2005, June 16–20. Evolution of spatial configurations in videogames. Paper presented at Changing Views -- Worlds in Play, Toronto.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 05/08/2005, 10:48
Järvinen, A. 2005, June 16–20. Theory as game: Designing the gamegame. Paper presented at Changing Views -- Worlds in Play, Toronto.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 02/08/2005, 14:59
Nine game elements grouped into 3 classes:

  1. Systemic elements

    • goals
    • components
    • procedures
    • environments

  2. Behavioural elements

    • players
    • contexts

  3. Compound elements

    • rules
    • game mechanics
    • theme
    • interface

Röber, N., & Masuch, M. 2005, June 16–20. Playing audio-only games: A compendium of interacting with virtual auditory worlds. Paper presented at Changing Views -- Worlds in Play, Toronto.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 27/07/2005, 11:13
"The most important quality to explore acoustic spaces is the ability to determine the origin of sounds and speech."
Zagal, J. P., Mateas, M., Fernández-Vara, C., Hochhalter, B., & Lichti, N. 2005, June 16–20. Towards an ontological language for game analysis. Paper presented at Changing Views -- Worlds in Play, Toronto.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 28/03/2006, 11:20
There are five elements at the top level of the ontology:

  1. Interface: "mapping between the embodied reactions of the player and the manipulation of game entities"
  2. Rules: constraints and possibilities. Gamplay and Gameworld (define the virtual world's physics for example) rules.
  3. Goals: "define success in the game". Short-term or long-term goals.
  4. Entities: "objects within the game that the player manages, modifies or interacts with at some level"
  5. Entity Manipulation: "encompasses the alteration of the game mode either by the player or by in-game entities". Some entities have abilities (permanent or temporary) while others are static. Entities may also have attributes (properties). An ability is consciously actioned by a player while an attribute occurs or exists automatically.
WIKINDX 6.18.0 | Total resources: 1586 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA) | Time Zone: Europe/Copenhagen (+01:00)