ABSTRACT
The term immersion is widely used to describe games but it is not clear what immersion is or indeed if people are using the same word consistently. This paper describes work done to define immersion based on the experiences of gamers. Grounded Theory is used to construct a robust division of immersion into the three levels: engagement, engrossment and total immersion. This division alone suggests new lines for investigating immersion and transferring it into software domains other than games.
- Benge D., Review: Sanatorium http://www.gamesdomain.co.uk/gdreview/zones/reviews/pc/jun98/sanity.htmlGoogle Scholar
- Bransford J.D., Brown A.L., Cocking R.R. Eds. How People Learn: Brain, Mind, Experience, and School. National Academy Press, 1999Google Scholar
- Chown T., Review: Championship Manager 00/01 http://www.gamesdomain.co.uk/gdreview/zones/reviews/pc/nov00/cm001.htmlGoogle Scholar
- Czsentmihalyi M. Flow: The Psychology of Optimal Experience. Harper Perennial, 1990Google Scholar
- Douglas Y., Hargadon A. The Pleasure Principle: Immersion, Engagement and Flow. ACM 153--160,2000 Google ScholarDigital Library
- ESA Pressroom, www.theesa.com/pressroom.htmlGoogle Scholar
- Housten F., Review: Thief: The Dark Project. http://gamesdomain.com/gdreview/zones/pc/dec98/thief.htmlGoogle Scholar
- Norman D.A. Emotions and Design: Attractive Things Work Better. Interactions July and Aug, 36--42, 2002 Google ScholarDigital Library
- Patrick E., Cosgrove D., Slavkovic A., Rode J.A. Verratti T., Chiselko G. Using a Large Projection Screen as an Alternative to Head-Mounted Displays for Virtual Environments. CHI Letters 2(1) 478--485, 2000 Google ScholarDigital Library
- Radford A. Games and Learning about Form in Architecture. Automation in Construction, 9, 379--385, 2000Google ScholarCross Ref
- Strauss A., Corbin J. Basics of Qualitative, 2nd Ed. SAGE Publications. 1998.Google Scholar
- Swing, E. Adding Immersion to Collaborative Tools. ACM Virtual Reality Modelling Symposium. 2000 Google ScholarDigital Library
- Taylor J. Review of Circle of Blood http://www.gamesdomain.co.uk/gdreview/zones/reviews/pc/jun97/cob.htmlGoogle Scholar
- Winograd T., Flores F., Understanding Computers and Cognition. Norwood/NJ: Ablex. 1986. Google ScholarDigital Library
Index Terms
- A grounded investigation of game immersion
Recommendations
Immersion, Flow and Usability in video games
CHI EA '21: Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing SystemsContext: Nowadays, video games look and feel increasingly realistic, and provide engaging and immersive experiences to players. Understanding what makes games so appealing and immersive is important to grasp in order to provide better experiences.
...
Investigating Players' Engagement, Immersion, and Experiences in Playing Pokémon Go
C&C '17: Proceedings of the 2017 ACM SIGCHI Conference on Creativity and CognitionIn recent years, Augmented Reality (AR) based mobile games have become popular among players. The Pokémon Go is one of the well-known examples. Although Pokémon Go game has become a global phenomenon, there is a limited study about players' experiences ...
A Grounded Analysis of Player-Described Board Game Immersion
CHI PLAY '20: Proceedings of the Annual Symposium on Computer-Human Interaction in PlaySubstantial research has explored the experience of immersion in digital games, but it is unclear whether this phenomenon extends to other game genres such as board games. Immersion is a concept widely discussed in the board game community by both ...
Comments