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Damasio, A. (2006). Descartes' error. Revised ed. London: Vintage. (Original work published 1994).   
Added by: Mark Grimshaw-Aagaard 5/11/12, 9:04 AM
The outside world, the environment, is represented in the mind through the modifications it leads to in the body. The environment is represented "by modifying the primordial representations of the body proper whenever an interaction between organism and environment takes place." [...] The mind does this because it evolved to "ensure body survival as effectively as possible"
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 12/22/21, 10:24 AM
"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]."
"a state in which readers [of a hypertext or interactive narrative such as many forms of computer game] are both immersed and engaged"
Jennett, C. I. (2010). Is game immersion just another form of selective attention? An empirical investigation of real world dissociation in computer game immersion. Unpublished thesis PhD, University College London, United Kingdom.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 9/21/10, 9:17 AM
"The interview findings of Study One revealed that due to their sense of progression in the game, players were less aware of time, changes in lighting (daylight turning to nightfall and vice versa) and changes in proprioception (fingers sore from button-pressing). Interestingly players also described themselves as being less aware of sounds - but some sounds more than others. Irrelevant distracters, such as the TV playing in the background, were less likely to be noticed than relevant distracters, such as someone calling your name (personally-relevant) or a sound related to the game but not coming from the game (gamerelevant). Thus we suggest that some kind an attention filter is at work for the processing of sounds during game-play: when a person is having a successful interaction with the game there is greater selectivity for relevance.

These findings concerning the processing of sounds share striking similarities with findings from the Auditory SA literature, particularly Treisman (1960)’s Attenuation Theory."