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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 (8/21/06, 3:42 PM) |
Resource type: Book Chapter BibTeX citation key: Carr2006b Email resource to friend View all bibliographic details |
Categories: General Keywords: Immersion, Navigation, Space Creators: Carr Publisher: Polity (Cambridge) Collection: Computer Games: Text, Narrative and Play |
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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 |