Digital Game Involvement

Author:

Calleja Gordon1

Affiliation:

1. Victoria University of Wellington

Abstract

This article proposes a conceptual model for understanding game involvement and immersion on a variety of experiential dimensions corresponding to six broad categories of game features. The article ends with a proposal to replace the metaphor of immersion with one of incorporation. This reconceptualization seeks to replace the unidirectional plunge of player into game space implied by the term immersion with one of simultaneous assimilation of the digital environment and presence to others within it.

Publisher

SAGE Publications

Subject

Human-Computer Interaction,Applied Psychology,Arts and Humanities (miscellaneous),Anthropology,Communication,Cultural Studies

Reference46 articles.

1. Aarseth, E. (2003). Genre trouble: Narrativism and the art of simulation . In N. Wardrip-Fruin & P. Harrigan (Eds.), First person: New media as story, performance, and game (pp. 45-55). Cambridge, MA: MIT Press.

2. Bryant, J. & Davies, J. (2006). Selective exposure to video games. In P. Vorderer & J. Bryant (Eds.), Playing video games: Motives, responses, and consequences (pp. xiv, 464). Mahwah, NJ: Lawrence Erlbaum.

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