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Carr, D. (2006). Space, navigation and affect. In Computer Games: Text, Narrative and Play (pp. 59–71). Cambridge: Polity. 
Added by: Mark Grimshaw-Aagaard (21/08/2006, 15:42)   
Resource type: Book Chapter
BibTeX citation key: Carr2006b
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Categories: General
Keywords: Immersion, Navigation, Space
Creators: Carr
Publisher: Polity (Cambridge)
Collection: Computer Games: Text, Narrative and Play
Views: 16/809
Notes
This chapter, apparently about space in digital games, is actually about narrative space in interactive texts.
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
Quotes
p.69   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."   Added by: Mark Grimshaw-Aagaard
Keywords:   Immersion
Paraphrases
pp.62–65  

Use's Murray's (1997) maze, rhizome and labrynth terminology applied to spatial navigation (through the narrative).



Murray, J. H. (1997). Hamlet on the holodeck: The future of narrative in cyberspace. Cambridge: The MIT Press.   Added by: Mark Grimshaw-Aagaard
Keywords:   Navigation
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