Buckingham, D. (2006). Studying computer games. In Computer Games: Text, Narrative and Play. Cambridge: Polity.
Added by: Mark Grimshaw-Aagaard 08/09/2006, 12:11
"How we distinguish computer games from other forms of media might have various ramifications, and different interest groups are naturally motivated to highlight those aspects of computer games that best reflect their own speciality, preoccupations or agenda."
"...gaming is also a social activity. [There is] a considerable amount of interpersonal interaction, both face-to-face and virtual"
"... the game text is playable: it is only realized through play, and play is a lived social and cultural experience."
Carr, D. (2006). Games and narrative. In Computer Games: Text, Narrative and Play. (pp. 30–44). Cambridge: Polity.
Added by: Mark Grimshaw-Aagaard 21/08/2006, 15:48
Carr, D. (2006). Space, navigation and affect. In Computer Games: Text, Narrative and Play. (pp. 59–71). Cambridge: Polity.
Added by: Mark Grimshaw-Aagaard 17/09/2009, 09:41
Summarizing immersion as described by other writers, Carr suggests that there are two categories of immersion: "perceptual immersion, which occurs when an experience monopolizes the senses of the participant, and psychological immersion, which involves the participant becoming engrossed through their imaginative or mental absorption."
Use's Murray's (1997) maze, rhizome and labrynth terminology applied to spatial navigation (through the narrative).