Academia.eduAcademia.edu

Outline

Immersion in Virtual Worlds - The Oxford Handbook of Virtuality

2013, The Oxford Handbook of Virtuality

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 simu- lated 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 (Ermi and Mayra 2005; King and Krzywinska 2006; Tamborini and Skalski 2006; Brown and Cairns 2004; Jennett et al. 2008). The term “immersion” is particularly problematic because it is used so widely when discussing experiential facets of anything from digital games to painting (Grau 2003), literature (Nell 1988), and cinema (Bazin 1967). Nevertheless the phenomenon these two terms have been enlisted to describe is crucial to our understanding of the relationship between user and virtual world, as it represents one end of a continuum of intensity of involvement with virtual worlds and addresses the very notion of being in the context of such simulated environments. In this chapter I claim that the confusion and apprehension surrounding the use of these two terms is based on a number of challenges they pose to a clear understand- ing of the phenomenon they have been employed to describe. The chapter takes digital games as the most popular and experientially powerful forms of virtual worlds and thus uses them as its primary exemplar. The radical stance taken here will be to claim that this confusion arises because neither metaphor adequately describes the relationship between player and game. Both assume a unidirectional dive of human subjectivity into a containing vessel, a split between the physical “here” and the virtual “there” that is overcome temporarily when the phenomenon is experienced.

References (49)

  1. Aarseth , E. 1997 . Cybertext: Perspectives on Ergodic Literature. Baltimore, MD : Johns Hopkins University Press .
  2. Bazin , A. 1967 . What Is Cinema? Essays . Translated by Hugh Gray . Berkeley : University of California Press.
  3. Bethesda Game Studios. 2011 . Th e Elder Scrolls V: Skyrim . PC : Bethesda Soft works .
  4. Brown , E. , and P. Cairns . 2004 . A Grounded Investigation of Immersion in Games. Paper presented to CHI 2004 , Vienna.
  5. Cairns , P. , A. Cox , N. Berthouze , S. Dhoparee , and C. Jennett . 2006 . Quantifying the experience of immersion in games. Paper read at Cognitive Science of Games and Gameplay workshop , Vancouver.
  6. Calleja , G. 2007a . Digital Game Involvement. Games and Culture 2 : 236-260 .
  7. Calleja , G. 2007b . Digital Games as Designed Experience: Reframing the Concept of Immersion. Unpublished Doctoral Th esis, Victoria University of Wellington, Wellington.
  8. Calleja , G. 2011 . In-Game: From Immersion to Incorporation . Cambridge, MA; London : MIT Press .
  9. Carr , D. 2006 . Play and Pleasure. In Computer Games. In Text, Narrative and Play , edited by D. Carr , A. Burn , D. Buckingham , and G. Schott , 45-58. Cambridge : Polity Press.
  10. Damasio , A. 2000 . Th e Feeling of What Happens: Body, Emotion and the Making of Consciousness. New ed. London : Vintage .
  11. Dennett , D. C. 1991 . Consciousness Explained. Boston : Little Brown .
  12. Douglas , J. Yellowlees , and A. Hargadon . 2001 . Th e Pleasures of Immersion and Engagement: Schemas, Scripts and the Fift h Business. Digital Creativity 12 ( 3 ): 153-166 .
  13. Dovey , J. , and H. W. Kennedy . 2006 . Game Cultures: Computer Games as New Media . Berkshire : Open University Press .
  14. Ermi , L. , and F. Mayra . 2005 . Fundamental Components of the Gameplay Experience: Analysing Immersion. Paper presented to DIGRA 2005 , "Changing Views: Worlds in Play, " Vancouver.
  15. Grau , O. 2003 . Virtual Art: From Illusion to Immersion . Cambridge, MA : MIT Press .
  16. Gysbers , A. , C. Klimmt , T. Hartmann , A. Nosper , and P. Vorderer . 2004 . Exploring the Book Problem: Text, Design, Mental Representations of Space and Spatial Presence. Paper presented to the Seventh Annual International Workshop on Presence, Valencia.
  17. Held , R. and N. Durlach . 1992 . "Telepresence. " Presence 1 ( 1 ): 109-112 .
  18. Heidegger , M. 1993 . Th e Question Concerning Technology and Other Essays. Translated by William Lovitt . New York : Harper and Row.
  19. IJsselsteijn , W. 2004 . Presence in Depth . PhD diss., Eindhoven University of Technology. IJsselsteijn , W. , and G. Riva . 2003 . Being Th ere: Th e Experience of Presence in Mediated Environments. In Being Th ere: Concepts, Eff ects and Measurements of User Presence in Synthetic Environments , edited by Wijnand IJsselsteijn and Giuseppe Riva , 3-16 . Amsterdam : Ios Press .
  20. Jennett , C. , A. Cox , P. Cairns , S. Dhoparee , A. Epps , T. Tijs , and A. Walton . 2008 . Measuring and Defi ning the Experience of Immersion in Games. International Journal of Human Computer Studies 66 ( 9 ): 641-661 .
  21. King , G. , and T. Krzywinska . 2006 . Tomb Raiders and Space Invaders: Videogame Forms and Contexts . London : I. B. Tauris .
  22. Lakoff , G. , and M. Johnson . 2003 . Metaphors We Live By . Chicago : University of Chicago Press .
  23. Laurel , B. 1991 . Computers as Th eatre . Reading : Addison-Wesley .
  24. Lee , Kwan M. 2004 . Presence Explicated. Communication Th eory 14 ( 1 ): 27-50 .
  25. Lévy , P. 1998 . Becoming Virtual: Reality in the Digital Age. New York : Plenum .
  26. Mantovani , G. , and G. Riva . 1999 . "Real" Presence: How Diff erent Ontologies Generate Diff erent Criteria for Presence, Telepresence, and Virtual Presence. Presence: Teleoperators and Virtual Environments 8 ( 5 ): 538-548 .
  27. Marsh , T. 2003 . Presence as Experience: Film Informing Ways of Staying Th ere. Presence 12 ( 5 ): 538-540 .
  28. Minsky , M. June 1980 . Telepresence. Omni Magazine, 45-51 .
  29. Murray , Janet H. 1998 . Hamlet on the Holodeck: Th e Future of Narrative in Cyberspace . Cambridge, MA : MIT Press .
  30. Nell , V. 1988 . Lost in A Book: Th e Psychology of Reading for Pleasure. New Haven : Yale University Press.
  31. Pajitnov , A. 1985 . Tetris. PC : Spectrum Holobyte . PopCap Games. 2001 . Bejeweled. PC : PopCap Games .
  32. Rettie , R. 2004 . Using Goff man's Frameworks to Explain Presence and Reality. Paper presented to the Seventh Annual International Workshop on Presence, Valencia, Spain.
  33. Richards , Ivan A. 1936 . Th e Philosophy of Rhetoric. New York : Oxford University Press .
  34. Ryan , M.-L. 2001 . Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media. Baltimore : Johns Hopkins University Press .
  35. Salen , K. , and E. Zimmerman . 2003 . Rules of Play: Game Design Fundamentals. Cambridge, MA : MIT Press .
  36. Schubert , T. , and J. Crusius . 2002 . Five Th eses on the Book Problem. http://www.igroup.org/ projects/porto2002/SchubertCrusiusPorto2002.pdf. Accessed July 15, 2006 .
  37. Sheridan , Th omas B. 1992 . Musings on Telepresence and Virtual Presence. Presence: Teleoperators and Virtual Environments 1 ( 1 ): 120 -126.
  38. OUP UNCORRECTED PROOF -FIRSTPROOFS, Wed Sep 25 2013, NEWGEN oxfordhb-9780199826162-part-2.indd 235 oxfordhb-9780199826162-part-2.indd 235 9/25/2013 7:35:16 AM 9/25/2013 7:35:16 AM
  39. Slater , M. 2003 . A Note on Presence Terminology. http://presence.cs.ucl.ac.uk/presenceconnect. Accessed October 15, 2008 .
  40. Slater , M. , and S. Wilbur . 1997 . A Framework for Immersive Virtual Environments (Five): Speculations on the Role of Presence in Virtual Environments. Presence: Teleoperators and Virtual Environments 6 ( 6 ): 603-616 .
  41. Steuer , J. 1992 . Defi ning Virtual Reality -Dimensions Determining Telepresence. Journal of Communication 42 ( 4 ): 73-93 .
  42. Sutherland , I. 1965 . Th e Ultimate Display. Paper presented to the International Federation for Information Processing Congress, New York.
  43. Sutherland , I. 1968 . Head Mounted 3-Dimensional Display. Paper presented to Fall Joint Computer Conference, San Francisco, CA.
  44. Tamborini , R. , and P. Skalski . 2006 . Th e Role of Presence in the Experience of Electronic Games. In Playing Video Games: Motives, Responses, and Consequences , edited by P. Vorderer and J. Bryant , 225-240 . Mahwah, NJ : Lawrence Erlbaum Associates. Th irion , S. 2009 . Eliss. iPhone : Apple .
  45. Valve Corporation. 2009 . Left 4 Dead 2. PC : Valve Corporation, .
  46. Van Den Hoogen , W. , W. IJsselsteijn , and Y. Kort . 2009 . Eff ects of Sensory Immersion on Behavioural Indicators of Player Experience: Movement Synchrony and Controller Pressure. Paper read at DIGRA 2009 , "Breaking New Ground: Innovations in Games, Play, Practice and Th eory, " Brunel, UK.
  47. Waterworth , John A. , and E. Waterworth, L. 2003 . Th e Core of Presence: Presence as Perceptual Illusion. Presence Connect , http://presence.cs.ucl.ac.uk/presenceconnect/index.html. Accessed November 12, 2008.
  48. Witmer , B. G. , and M. J. Singer . 1998 . Measuring Presence in Virtual Environments: A Presence Questionnaire. Presence: Teleoperators and Virtual Environments 7 ( 3 ): 225-240 .
  49. Zahoric , P. , and R. L. Jenison . 1998 . Presence as Being-in-the-World . Presence: Teleoperators and Virtual Environments 7 ( 1 ): 78-89 .