Calleja, G. (2007). Digital games as designed experience: Reframing the concept of immersion. Unpublished thesis PhD, Victoria University, Wellington, New Zealand.
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 12/09/2008, 20:15
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.
Calleja, G. (2011). In-game: From immersion to incorporation. Cambridge, Massachusetts: MIT Press.
Added by: Mark Grimshaw-Aagaard 01/12/2025, 08:40
Calleja, G. (2014). Immersion in virtual worlds. In M. Grimshaw (Ed), The Oxford Handbook of Virtuality. (pp. 222–236). New York: Oxford University Press.
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 17:21
Calleja favors the term incorporation over immersion or presence because the latter two "are defined by their discontinuity from the real physical world [whereas] incorporation occurs [when playing a computer game, for example] when the game world is present to the player while simultaneously the player is present, via an avatar, to the virtual environment."
Calleja's main bone of contention with concepts such as immersion and presence is that they imply that the user of a virtual environment is "merely a subjective consciousness being poured into the containing vessel of the virtual environment."
For incorporation to occur, the medium must "specifically acknowledge the player's presence and agency within the virtual world."
"while high-fidelity systems are an important part of enhancing the intensity of an experience, they do not themselves create a sense of presence."
Herrewijn, L., Poels, K., & Calleja, G. 2013, May 4–17. The relationship between player involvement and immersion: An experimental investigation. Paper presented at Foundations of Digital Games 2013, Chania, Crete, Greece.
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 28/05/2013, 16:14