In-Game

From Immersion to Incorporation

Nonfiction, Entertainment, Games, Video & Electronic, Computers, Entertainment & Games, Video & Electronic Games, General Computing
Cover of the book In-Game by Gordon Calleja, The MIT Press
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: Gordon Calleja ISBN: 9780262294546
Publisher: The MIT Press Publication: May 13, 2011
Imprint: The MIT Press Language: English
Author: Gordon Calleja
ISBN: 9780262294546
Publisher: The MIT Press
Publication: May 13, 2011
Imprint: The MIT Press
Language: English

An investigation of what makes digital games engaging to players and a reexamination of the concept of immersion.

Digital games offer a vast range of engaging experiences, from the serene exploration of beautifully rendered landscapes to the deeply cognitive challenges presented by strategic simulations to the adrenaline rush of competitive team-based shoot-outs. Digital games enable experiences that are considerably different from a reader's engagement with literature or a moviegoer's experience of a movie. In In-Game, Gordon Calleja examines what exactly it is that makes digital games so uniquely involving and offers a new, more precise, and game-specific formulation of this involvement. One of the most commonly yet vaguely deployed concepts in the industry and academia alike is immersion—a player's sensation of inhabiting the space represented onscreen. Overuse of this term has diminished its analytical value and confused its meaning, both in analysis and design. Rather than conceiving of immersion as a single experience, Calleja views it as blending different experiential phenomena afforded by involving gameplay. He proposes a framework (based on qualitative research) to describe these phenomena: the player involvement model. This model encompasses two constituent temporal phases—the macro, representing offline involvement, and the micro, representing moment-to-moment involvement during gameplay—as well as six dimensions of player involvement: kinesthetic, spatial, shared, narrative, affective, and ludic. The intensified and internalized experiential blend can culminate in incorporation—a concept that Calleja proposes as an alternative to the problematic immersion. Incorporation, he argues, is a more accurate metaphor, providing a robust foundation for future research and design.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

An investigation of what makes digital games engaging to players and a reexamination of the concept of immersion.

Digital games offer a vast range of engaging experiences, from the serene exploration of beautifully rendered landscapes to the deeply cognitive challenges presented by strategic simulations to the adrenaline rush of competitive team-based shoot-outs. Digital games enable experiences that are considerably different from a reader's engagement with literature or a moviegoer's experience of a movie. In In-Game, Gordon Calleja examines what exactly it is that makes digital games so uniquely involving and offers a new, more precise, and game-specific formulation of this involvement. One of the most commonly yet vaguely deployed concepts in the industry and academia alike is immersion—a player's sensation of inhabiting the space represented onscreen. Overuse of this term has diminished its analytical value and confused its meaning, both in analysis and design. Rather than conceiving of immersion as a single experience, Calleja views it as blending different experiential phenomena afforded by involving gameplay. He proposes a framework (based on qualitative research) to describe these phenomena: the player involvement model. This model encompasses two constituent temporal phases—the macro, representing offline involvement, and the micro, representing moment-to-moment involvement during gameplay—as well as six dimensions of player involvement: kinesthetic, spatial, shared, narrative, affective, and ludic. The intensified and internalized experiential blend can culminate in incorporation—a concept that Calleja proposes as an alternative to the problematic immersion. Incorporation, he argues, is a more accurate metaphor, providing a robust foundation for future research and design.

More books from The MIT Press

Cover of the book The Arid Lands by Gordon Calleja
Cover of the book The Well-Played Game by Gordon Calleja
Cover of the book Why Nuclear Disarmament Matters by Gordon Calleja
Cover of the book Climate Change by Gordon Calleja
Cover of the book Machineries of Oil by Gordon Calleja
Cover of the book Dirty Gold by Gordon Calleja
Cover of the book Feeding the Other by Gordon Calleja
Cover of the book Parentonomics by Gordon Calleja
Cover of the book Polyphonic Minds by Gordon Calleja
Cover of the book The Genius Checklist by Gordon Calleja
Cover of the book Altered States of Consciousness by Gordon Calleja
Cover of the book Of Remixology by Gordon Calleja
Cover of the book Rogue Archives by Gordon Calleja
Cover of the book Unlocking Energy Innovation by Gordon Calleja
Cover of the book MOOCs by Gordon Calleja
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy