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Calleja, G. 2007, September 24–28, Revising immersion: A conceptual model for the analysis of digital game involvement. Paper presented at Situated Play, University of Tokyo. 
Added by: Mark Grimshaw-Aagaard (7/11/08, 4:00 AM)   
Resource type: Proceedings Article
BibTeX citation key: Calleja2007
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Categories: General
Keywords: Immersion, Player experience
Creators: Calleja
Publisher: DiGRA (University of Tokyo)
Collection: Situated Play
Views: 32/712
"Game studies literature has recently seen a renewed interest in game experience with the recent publication of a number of edited collections, dissertations and conferences focusing on the subject. This paper aims to contribute to that growing body of literature by presenting a summary of my doctoral research in digital game involvement and immersion. It outlines a segment of a conceptual model that describes and analyzes the moment by moment involvement with digital games on a variety of experiential dimensions corresponding to six broad categories of game features. The paper ends with a proposal to replace the metaphor of immersion with one of incorporation. Incorporation aims to avoid the binary notion of the player’s plunge into the virtual environment characteristic of “immersion” while dispelling the vagueness of application that all too often surrounds the term."
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard

A video of the presentation can be found here:

Replaces metaphor of immersion with concept of incorporation in the game world. Posits a Digital Game Involvement Model as the framework of incorporation.

Players inhabit the environment. cf. my idea of the acoustic ecology including players as contributing elements of organisms within that ecology (Grimshaw 2008).

Grimshaw, M. (2008). The acoustic ecology of the first-person shooter: The player experience of sound in the first-person shooter computer game. Saarbrücken: VDM Verlag Dr. Mueller.
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
p.83   Uses a form of Goffman's 'frames' to account for incorporation where "[e]ach frame represents a modality of meaning through which the role of playing experience is interpreted and performed. Players swith between frames rapidly and fluently". There are 6 frames:

1. tactical involvement
2. affective involvement
3. narrative involvement
4. shared involvement
5. performative involvement
6. spatial involvement

The Digital Game Involvement Model has two temporal phases: macro-involvement and micro-involvement. The latter operates on a "moment by moment involvement of the game-playing instance" whereas the former focuses on "sustained engagement through the long-term". During each of the two phases, players can experience one or more of the 6 frames.   Added by: Mark Grimshaw-Aagaard
Keywords:   Immersion
p.85   "Performative engagement is the actualization of tactical involvement representing the execution of established decisions"   Added by: Mark Grimshaw-Aagaard
Keywords:   Immersion
p.88   The 6 frames describe "a spectrum of experience ranging from conscious attention to internalized knowledge." ...See comments about the quote "This process of internalization also implies an intensification in focus where players cease to view the virtual environment as separate from their immediate surroundings and start interacting with it in an instinctive way".   Added by: Mark Grimshaw-Aagaard
Keywords:   Immersion
pp.89–90   "Incorporation is the subjective experience of inhabiting a virtual environment facilitated by the potential to act meaningfully within it while being present to others."   Added by: Mark Grimshaw-Aagaard
Keywords:   Immersion
p.88   Calleja's objection to the term 'immersion' is that it is a binary opposition between the player and the game world where the game screen, the computer monitor or TV, is the boundary with the represented game environment on one side and the real world on the other.   Added by: Mark Grimshaw-Aagaard
Keywords:   Immersion
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