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Resource type: Book Chapter DOI: 10.1093/oxfordhb/9780199826162.013.012 ID no. (ISBN etc.): 978-0-19-982616-2 BibTeX citation key: Calleja2014 Email resource to friend View all bibliographic details |
Categories: General Keywords: Immersion, Other-presence, Presence, Presence (definition), Psychology, Virtual environment, Virtuality Creators: Calleja, Grimshaw Publisher: Oxford University Press (New York) Collection: The Oxford Handbook of Virtuality |
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Abstract |
Virtual worlds are enabling experiences that were not previously available through other media. One such experience is the potential to have a sense of inhabiting the simulated spaces they offer, not just through the use of the player’s imaginative faculty, but also through the cybernetic circuit between player and machine. This phenomenon has been described by the terms “presence” and “immersion.” Although the two terms are used in various fields and have been discussed for three decades, there seems to be a lack of consensus as to what either of them actually refers to. This chapter argues for a reconceptualization of the phenomenon of virtual-world habitation by replacing the metaphors of presence and immersion with the notion of incorporation: an experiential phenomenon that accounts for the simultaneous assimilation into consciousness of the virtual world and the systemic acknowledgement of the player’s location and existence therein.
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Quotes |
p.225
"while high-fidelity systems are an important part of enhancing the intensity of an experience, they do not themselves create a sense of presence."
Added by: Mark Grimshaw-Aagaard
Keywords: Presence Immersion |
p.231
Calleja's main bone of contention with concepts such as immersion and presence is that they imply that the user of a virtual environment is "merely a subjective consciousness being poured into the containing vessel of the virtual environment."
Added by: Mark Grimshaw-Aagaard
Keywords: Immersion Presence |
p.232
Calleja favors the term incorporation over immersion or presence because the latter two "are defined by their discontinuity from the real physical world [whereas] incorporation occurs [when playing a computer game, for example] when the game world is present to the player while simultaneously the player is present, via an avatar, to the virtual environment."
Added by: Mark Grimshaw-Aagaard
Keywords: Immersion Presence |
p.233
For incorporation to occur, the medium must "specifically acknowledge the player's presence and agency within the virtual world."
Added by: Mark Grimshaw-Aagaard
Keywords: Immersion Presence |