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It's not surprising the general public is confused about immersion. Even gamers don't really have a consistent understanding of what "immersion" means, partly because they use the word in two different ways.
Anecdotally, gamers often use the term to refer to the depth and level of detail of the game world, but colloquially it's also used to refer to how addicting a game is. This ambiguity is also brought up in a 2008 study in the International Journal of Human-Computer Studies that examines how exactly to measure immersion.Players might describe how they were "totally immersed" in a rousing game of Tetris, but this hardly means they believe they exist in a universe where four-unit blocks might crush them at any point while accompanied by a Russian folk song, for example.Gamers talk about Skyrim as having an immersive game world, with its own politics, religions and even literature (reading the books you find in Skyrim is surprisingly entertaining). But part of the appeal of Skyrim are the unique features of that game world: The ability to cast spells, treasure hunt and play as non-human races.The players' questing is made easier by the text menus that they regularly access to complete most actions in the game. The constant visual presence of the menus on the screen is a clear and regular reminder that this definitely isn't reality.As my students and I have been exploring the interaction of game plot, visuals and music over the last few weeks, I've become increasingly convinced that it's actually the escape from reality that creates effective gameplay. And as Salen and Zimmerman argue: "The many-layered state of mind that occurs during play is something to be celebrated, not repressed…."
Much like a good book or movie provides the framework for a world to give the audience a unique viewpoint, games provide a frame for the imagination, while still remaining firmly fictional.
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According to a study, the two connotations of "immersion" are 2.
Those who play such games regularly 3.
The ever-present 4. reminds the users about the fictional value of the games.
Playing games and reading books are 5. since they present a different frameworks for the mind.
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