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Douglas, Y., & Hargadon, A. 2000, May 30–June 3, The pleasure principle: Immersion, engagement, flow. Paper presented at Proceedings of the eleventh ACM on Hypertext and hypermedia, San Antonio, Texas.   
Added by: Mark Grimshaw-Aagaard 22/12/2021, 10:24
"a state in which readers [of a hypertext or interactive narrative such as many forms of computer game] are both immersed and engaged"
The authors make the distinction that immersion is pleasurable whereas engagement is stimulating to the intellect. What is confusing is their later statement that immersion and engagement are not in fact two separate states that can co-exist as flow but are polar opposites on a continuum.
"Reading Jane Eyre is immersive [because it conforms to the well-known schema of the romance novel]. Reading Ulysses is engaging [because it cannot easily be accommodated to such an accessible schema]."
Lindley, C. A., & Sennersten, C. C. (2008). Game play schemas: From player analysis to adaptive game mechanics. International Journal of Computer Games Technology, 2008.   
Added by: Mark Grimshaw-Aagaard 06/05/2008, 10:43
"a game play schema is understood as a cognitive structure for orchestrating the various cognitive resources required to generate motor outputs of game play in response to the ongoing perception of an unfolding game. A game play schema is therefore the structure and algorithm determining
the management of attentional and other cognitive, perceptual, and motor resources required to realize the tasks involved in game play. [...] Schemas can be regarded as mechanisms or algorithms that, among other functions, determine the allocation of attention to cognitive tasks."
WIKINDX 6.8.2 | Total resources: 1301 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)