In-Game
From Immersion to Incorporation
Bibliographic Data
| ID | 19600992 |
|---|---|
| Authors | Gordon Calleja (0000-0002-8562-3869, corresponding author) |
| Year | 2011 |
| Pages | 240 |
| Publication date | 2011-05-13 |
| Open Access | No |
| Type | BOOK |
| Venue | In-Game (SOURCE_BOOK) |
| Publisher | The MIT Press (PUBLISHER • US) |
| DOI | 10.7551/mitpress/8429.001.0001 |
| OpenAlex | W4251569243 |
| Open Library | OL29646965M |
| ISBN | 9780262295451 |
| Language | EN |
| Citations received | 111 |
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
Computer Science · Digital Games and Media · Psychological aspects · Psychology · Video gamers · Video games · Virtual reality
De la traite robotisée au raid d’avatars. Incorporation et virtualisation
Virtual Dream Reality Check
From Immersion to Interference
Playing stories
Recipient-oriented playful design in Daniel Benmergui’s Storyteller (2023)
L’approche communicationnelle en études du jeu
Les technologies immersives vues à travers des lunettes d’opéra
XO (Expanded Opera). Une cartographie de la scène reconfigurée par les technologies
Quiénes somos en los juegos de estrategia? Un análisis de las posiciones encarnadas e imaginadas por los jugadores en Frostpunk
Immersivity
Di̇ji̇tal Oyunlarin Si̇nema Fi̇lmi̇ne Uyarlanmasi
“I've been having these weird thoughts lately…”
Lo queer en lo transmedia
Art museums and the incorporation of virtual reality
Embodied parallelism and immersion in virtual reality gaming
Do androids dream of adventure games? Blade Runner , Hollywood and video game adaptation
Meta-music and the sonic storytelling of Baldur’s Gate 3
Experiencing Cybersecurity One Game at a Time
Exploring the relationship between motivation and augmented reality presence using the augmented reality presence scale (ARPS)
Przestrzenie semifilmowe. Symulowanie właściwości przestrzeni kinematograficznych w grach wideo
Storytelling beyond the symbolic order
“We are like brothers”
“Narrative Enmeshment” in Rockstar’s Red Dead Redemption 2 (2018)
What Is Immersion? Towards a Phenomenology of Virtual Reality
Situating presence within extended reality for teacher training
Reducing Extrinsic Burdens on Players of Digital Games
Interaction Tension
Fashion and Costume Design in Electronic Entertainment — Bridging the Gap between Character and Fashion Design
The aesthetics of reality media
Implementing 360 Video to Increase Immersion, Perceptual Capacity, and Teacher Noticing
From pixels to places
Estudios Visuales e Intermedialidad
Are Combat Sports Too Violent? Effects of Counter-Balancing Perceptions of Violence Through AR-Infused Gamification
Understanding Holocaust memory and education in the digital age
Non-religious Players Asking Big Questions
Enjoying the Uncertainty. How Dark Souls Performs Incompleteness Through Narrative, Level Design and Gameplay
Tomes and Tombs
What Is It Like to Be a Player? The Qualia Revolution in Game Studies
Designing Mobile Augmented Reality Exergames
Experience in Videogame Display
Metamodern Nature of Hideo Kojima's Death Stranding Synopsis and Gameplay
Sculpting the Golf Swing
Playing the Afterlife
World of Warcraft, the aftermath
Counter-hegemonic commemorative play
Videogame spatial cinematics
Pathfinding Affect
Emergent Narrative and Affect
Preserving Memory in the Twenty-First Century
Gaming (with) Affect and Trauma
Fukasaku Kinji and Kojima Hideo Replay Hiroshima
Le concept d’immersion
Formes de l’autorégulation de la vie sociale des joueurs intensifs de Massively Multiplayer Online Games (MMOGs)
Maps as geomedial action spaces
Is computer gaming a craft? Prehension, practice, and puzzle-solving in gaming labour
Mitigating loneliness and remediating solitude
Idealised memories, identity continuity and micro-resistance
“Sure, I Would Like to Continue”
Exploring gamers’ perceptions of Yorùbá language use for gaming in southwest Nigeria
Les dimensions multiples de l’engagement ludique
Modèle exploratoire de la dissonance et de l'harmonie ludo-narrative dans les jeux d’évasion
Attack of the bric-a-brac, appropriation et créativité du joueur dans les jeux vidéo de type Make&Play
Game studies ou études du play
Rhétorique de l’engagement ludique dans des dispositifs de ludification
Construire le cadre du jeu
Figures disruptives et cadres de l’expérience vidéoludique dans les JRPEV goréens
Aux frontières de la fiction
Les voix du bruit vidéoludique
La Focalis-action
La bande-son, les trames sonores, et les chansons
Entre la lutherie et les jeux vidéo
L’immersion fictionnelle au-delà de la narrativité
Expériences numériques et enjeux de recherche-création sur l’immersion
Le ventriloque intermédial
Semiotics of Space in the Era of Computational Logic and Digital Practices
Enunciation and identification in video game spaces
Sémiotique de l’espace à l’ère de la logique computationnelle et des pratiques numériques
The Justice Syndicate
The task-attention theory of game learning
Game-Play Breakdowns and Breakthroughs
It’s (not) Me
Musical Ecologies in Video Games
Gaming and the limits of digital embodiment
An “Alternative to the Pen”? Perspectives for the Design of Historiographical Videogames
Epilogue
Épilogue
History, Heritage, and Memory in Video Games
Thinking and Doing
Video Games and Aesthetic Contemplation
L’eschatologie « No life ». Incorporation et Avatarisation d’érémitisme digital
Heritage Sites and Video Games
Interrupting Immersive Immediacy
You just get sucked into it’
Coextensive space
Virtual reality and celebrity humanitarianism
Risks in the Making
Romantic Relationships with Virtual Agents and People’s Marriage Intention in Real Life
Farming games harvest panopticon
Mechanical meaning
Playing with augmented bodies. Dystopian and protopian experiences of human augmentation in digital games
| Unique citing works | 111 |
|---|---|
| Citations per year | 7,93 |
| Citation span | 2012 - 2026 (15) |
| Citation velocity | current |
| Highly cited | Yes |
| Citation types | Neutral: 111 |