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Interactive Environments and Fictional Engagement

Bibliographic Data

ID20042422
AuthorsOlivier Caïra (0009-0006-3846-569X, Centre de Recherches sur les Arts et le Langage, corresponding author)
Year2023
Pages209-219
Publication date2023-11-02
Open AccessNo
TypeCHAPTER
VenueThe Routledge Handbook of Fiction and Belief (SOURCE_BOOK)
PublisherRoutledge (PUBLISHER • GB)
DOI10.4324/9781003119456-19
OpenAlexW4388233704
ISBN9781003119456
LanguageEN

Interactive fiction—whether in the form of video game, role-playing game, or board game—allows us to intervene significantly in its diegetic content. As such, it raises fears about the immersion it is supposed to produce, an extreme involvement that could blur the discernment of its users. The traditional criticism of the “perfect illusion” linked to the experience of the theater for the uneducated spectator thus reappears in discussion of these new practices. However, the study of the different forms of agency and environment proposed by these fictions shows that many counter-immersive factors prevent ludic engagement from turning into belief

Computer Science · Digital Games and Media · Educational Games and Gamification · Psychology

Highly citedNo

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