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		<title>Comment on Epic Life: Immersion and Flow, 1 by Peter Christiansen</title>
		<link>http://www.playthepast.org/?p=3710#comment-457417</link>
		<dc:creator>Peter Christiansen</dc:creator>
		<pubDate>Fri, 17 May 2013 20:46:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.playthepast.org/?p=3710#comment-457417</guid>
		<description><![CDATA[Again, it becomes a little hard to say anything with much authority since so many scholars tend to talk past each other on the subject, but I personally tend to agree with you that the most compelling of the three for me is presence, which is more of the cognitive aspect or perception, rather than the physical senses.  So in that sense, I very much equate &quot;presence&quot; and &quot;realness&quot; as being closely related.  For a lot of game industry types, however, the sort of cognitive authenticity that you get with presence seems to take a back seat to the more embodied idea of immersion - to make better games, you need better graphics, better sound, rumble packs, motion tracking, etc.  Alf Seegert has a really interesting article where he discusses Presence in Interactive Fiction and Text Adventures, which is quite a different perspective from most of the immersion/presence/engagement articles I&#039;ve read.

As for Engagement vs Immersion, it kind of has to do with how the players approach the game experience.  In immersion (and presence), the rules of the game are supposed to fade into the background and seem like part of a &quot;Real&quot; world.  With engagement, players are usually more interested in bringing these rules back to the forefront and trying to understand and master them.  For example, the WoW players in the classic &quot;Leroy Jenkins&quot; video clearly maintain no illusions of being in a fantasy world.  They aren&#039;t trying to experience what it would &quot;really&quot; mean to be a paladin or a wizard, they are trying to understand the rules of the game so that they can win (except maybe Leroy, who seems to have a much different idea of what it means to play the game).  Certainly none of these three experiences are mutually exclusive, but there is a lot of give and take when design decisions are made.]]></description>
		<content:encoded><![CDATA[<p>Again, it becomes a little hard to say anything with much authority since so many scholars tend to talk past each other on the subject, but I personally tend to agree with you that the most compelling of the three for me is presence, which is more of the cognitive aspect or perception, rather than the physical senses.  So in that sense, I very much equate &#8220;presence&#8221; and &#8220;realness&#8221; as being closely related.  For a lot of game industry types, however, the sort of cognitive authenticity that you get with presence seems to take a back seat to the more embodied idea of immersion &#8211; to make better games, you need better graphics, better sound, rumble packs, motion tracking, etc.  Alf Seegert has a really interesting article where he discusses Presence in Interactive Fiction and Text Adventures, which is quite a different perspective from most of the immersion/presence/engagement articles I&#8217;ve read.</p>
<p>As for Engagement vs Immersion, it kind of has to do with how the players approach the game experience.  In immersion (and presence), the rules of the game are supposed to fade into the background and seem like part of a &#8220;Real&#8221; world.  With engagement, players are usually more interested in bringing these rules back to the forefront and trying to understand and master them.  For example, the WoW players in the classic &#8220;Leroy Jenkins&#8221; video clearly maintain no illusions of being in a fantasy world.  They aren&#8217;t trying to experience what it would &#8220;really&#8221; mean to be a paladin or a wizard, they are trying to understand the rules of the game so that they can win (except maybe Leroy, who seems to have a much different idea of what it means to play the game).  Certainly none of these three experiences are mutually exclusive, but there is a lot of give and take when design decisions are made.</p>
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		<title>Comment on Epic Life: Immersion and Flow, 1 by Roger Travis</title>
		<link>http://www.playthepast.org/?p=3710#comment-457356</link>
		<dc:creator>Roger Travis</dc:creator>
		<pubDate>Fri, 17 May 2013 19:37:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.playthepast.org/?p=3710#comment-457356</guid>
		<description><![CDATA[Thanks, Peter--that&#039;s a really helpful perspective. I need to process a bit more, but it&#039;s clearly the sense of &quot;realness&quot; that I&#039;m after, with the very important corollary that it&#039;s the manipulation of that sense of realness that can lead to the humanistic realization that our &quot;reality&quot; isn&#039;t really real. I think engagement can be usefully distinguished from that, but I think presence is an effect of immersion. Could you say a bit more about how you distinguish them? How can there be a feeling of &quot;realness&quot; without a feeling of presence, for example?]]></description>
		<content:encoded><![CDATA[<p>Thanks, Peter&#8211;that&#8217;s a really helpful perspective. I need to process a bit more, but it&#8217;s clearly the sense of &#8220;realness&#8221; that I&#8217;m after, with the very important corollary that it&#8217;s the manipulation of that sense of realness that can lead to the humanistic realization that our &#8220;reality&#8221; isn&#8217;t really real. I think engagement can be usefully distinguished from that, but I think presence is an effect of immersion. Could you say a bit more about how you distinguish them? How can there be a feeling of &#8220;realness&#8221; without a feeling of presence, for example?</p>
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		<title>Comment on Epic Life: Immersion and Flow, 1 by Peter Christiansen</title>
		<link>http://www.playthepast.org/?p=3710#comment-457343</link>
		<dc:creator>Peter Christiansen</dc:creator>
		<pubDate>Fri, 17 May 2013 19:25:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.playthepast.org/?p=3710#comment-457343</guid>
		<description><![CDATA[One of the problems with talking about getting &quot;into&quot; a videogame is that people (including a lot of the academic videogame studies literature) often use the same terms interchangeably to talk about different concepts (or different terms for the same concept).  Although I don&#039;t think a universally accepted terminology has really been established among academics, when I have to lecture on the topic, I tend to favor the distinction (based on the works of Alison McMahan and Alf Seegert)between immersion, engagement and presence.  In this classification, the sense of immersion is a sense of &quot;realness&quot; related to the player&#039;s physical perception, through more detailed graphics, directional audio, haptic feedback, and so forth.  Engagement more of a personal investment in the game while still being very conscious of the &quot;gameness&quot; of the experience.  For example, a player who has committed to memory how many hit points each enemy has and how much damage she inflicts to maximize her ability to succeed in the game may have a high sense of engagement, but a low sense of immersion.  Presence is the more cognitive sensation of actually being transported to a different place, or &quot;being there.&quot;  This is most effectively encouraged by creating believable AI, high degrees of interaction, and meaningful player choices.

As for the relationship of flow to these three concepts, I think that it is certainly think it is important to all three.  Though perhaps most closely linked with engagement, in the sense of getting &quot;in the zone,&quot; maintaining flow is important for maintaining the illusions of both presence and immersion.  A break in flow resulting in frustration, for example, reminds the player that she is participating in an arbitrary and perhaps unrealistic ruleset or interacting with a piece of machinery that is less responsive than she wants.

I don&#039;t think any of these experiences are intrinsically good or bad (which is not to say that they couldn&#039;t be used for either), but people definitely prefer some over others.  While plenty of people seem to think that 3D-IMAX-Smellovision is the way of the future, I find I am able to &quot;get into&quot; a normal 2D movie much better.]]></description>
		<content:encoded><![CDATA[<p>One of the problems with talking about getting &#8220;into&#8221; a videogame is that people (including a lot of the academic videogame studies literature) often use the same terms interchangeably to talk about different concepts (or different terms for the same concept).  Although I don&#8217;t think a universally accepted terminology has really been established among academics, when I have to lecture on the topic, I tend to favor the distinction (based on the works of Alison McMahan and Alf Seegert)between immersion, engagement and presence.  In this classification, the sense of immersion is a sense of &#8220;realness&#8221; related to the player&#8217;s physical perception, through more detailed graphics, directional audio, haptic feedback, and so forth.  Engagement more of a personal investment in the game while still being very conscious of the &#8220;gameness&#8221; of the experience.  For example, a player who has committed to memory how many hit points each enemy has and how much damage she inflicts to maximize her ability to succeed in the game may have a high sense of engagement, but a low sense of immersion.  Presence is the more cognitive sensation of actually being transported to a different place, or &#8220;being there.&#8221;  This is most effectively encouraged by creating believable AI, high degrees of interaction, and meaningful player choices.</p>
<p>As for the relationship of flow to these three concepts, I think that it is certainly think it is important to all three.  Though perhaps most closely linked with engagement, in the sense of getting &#8220;in the zone,&#8221; maintaining flow is important for maintaining the illusions of both presence and immersion.  A break in flow resulting in frustration, for example, reminds the player that she is participating in an arbitrary and perhaps unrealistic ruleset or interacting with a piece of machinery that is less responsive than she wants.</p>
<p>I don&#8217;t think any of these experiences are intrinsically good or bad (which is not to say that they couldn&#8217;t be used for either), but people definitely prefer some over others.  While plenty of people seem to think that 3D-IMAX-Smellovision is the way of the future, I find I am able to &#8220;get into&#8221; a normal 2D movie much better.</p>
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		<title>Comment on Epic Life: Immersion and Flow, 1 by Roger Travis</title>
		<link>http://www.playthepast.org/?p=3710#comment-456890</link>
		<dc:creator>Roger Travis</dc:creator>
		<pubDate>Fri, 17 May 2013 00:42:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.playthepast.org/?p=3710#comment-456890</guid>
		<description><![CDATA[As we talked about last week, I have a problem with this way of thinking about what &quot;the body&quot; is. For me, steeped in psychoanalysis, the body is a misrecognition of what we are, and leaving it behind is a prerequisite to understanding precisely that misrecognition. So, &quot;good,&quot; not &quot;bad,&quot; because the player&#039;s &quot;real&quot; world is actually fictional, and being immersed in a fictional one can lead him/her to a meta-cognitive understanding of the fictionality of the &quot;real.&quot; (The &quot;real&quot; as opposed to the Real: the &quot;real&quot; is what we mistake for the Real, to which we have no epistemological access.)]]></description>
		<content:encoded><![CDATA[<p>As we talked about last week, I have a problem with this way of thinking about what &#8220;the body&#8221; is. For me, steeped in psychoanalysis, the body is a misrecognition of what we are, and leaving it behind is a prerequisite to understanding precisely that misrecognition. So, &#8220;good,&#8221; not &#8220;bad,&#8221; because the player&#8217;s &#8220;real&#8221; world is actually fictional, and being immersed in a fictional one can lead him/her to a meta-cognitive understanding of the fictionality of the &#8220;real.&#8221; (The &#8220;real&#8221; as opposed to the Real: the &#8220;real&#8221; is what we mistake for the Real, to which we have no epistemological access.)</p>
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		<title>Comment on Epic Life: Immersion and Flow, 1 by Dan Cox</title>
		<link>http://www.playthepast.org/?p=3710#comment-456883</link>
		<dc:creator>Dan Cox</dc:creator>
		<pubDate>Fri, 17 May 2013 00:34:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.playthepast.org/?p=3710#comment-456883</guid>
		<description><![CDATA[I wrote my most recent post before reading this, but it now feels to me as if I writing, at least in part, as a response to these ideas. Part of that, I&#039;m sure, comes from having talked to you about it last week and then working through how I would write my post in recent days.

Anyway, on to the comment:

I think I would be much more comfortable with flow if it was separated from immersion. I&#039;ve started to become very worried about what immersion might actually mean as it applies to the subjectivity of the &#039;body&#039; in regard to the overwriting process the system is doing to it. That it might be /over/writing, through the suture moment, the player&#039;s true agency.

The following words especially are worrisome to me: &quot;fictional world replace the player’s real world.&quot; I know that, for what feels like a long time, that&#039;s also been the ideal situation, but the more I think about it, the more that seems, I don&#039;t know, /weird/.

We want the player to forget their &#039;body&#039;? To be subsumed into the world of the game? Isn&#039;t that, to put a value judgement on it, &quot;bad&quot;?

I also agree though, to shift gears slightly, that the flow channel poses a problem with interpreting it as increasing levels of mastery corresponding with difficultly. As per your knitting example, yeah, it doesn&#039;t make sense. There is a plateau reached where the knitters can comfortably control the situation.

Bringing that back to games, it suggests a problem, and this is what I linked to in Robert Yang&#039;s talk on immersion too, that flow should be associated with difficulty somehow. Yet, flOw clearly isn&#039;t that. Nor is Flower. Both games most often links to that concept, both through design and conversation.

I&#039;ve also got more to write on constraining choices, touching in the post &quot;The Tyranny of Choice,&quot; but I should probably not make this comment too long.]]></description>
		<content:encoded><![CDATA[<p>I wrote my most recent post before reading this, but it now feels to me as if I writing, at least in part, as a response to these ideas. Part of that, I&#8217;m sure, comes from having talked to you about it last week and then working through how I would write my post in recent days.</p>
<p>Anyway, on to the comment:</p>
<p>I think I would be much more comfortable with flow if it was separated from immersion. I&#8217;ve started to become very worried about what immersion might actually mean as it applies to the subjectivity of the &#8216;body&#8217; in regard to the overwriting process the system is doing to it. That it might be /over/writing, through the suture moment, the player&#8217;s true agency.</p>
<p>The following words especially are worrisome to me: &#8220;fictional world replace the player’s real world.&#8221; I know that, for what feels like a long time, that&#8217;s also been the ideal situation, but the more I think about it, the more that seems, I don&#8217;t know, /weird/.</p>
<p>We want the player to forget their &#8216;body&#8217;? To be subsumed into the world of the game? Isn&#8217;t that, to put a value judgement on it, &#8220;bad&#8221;?</p>
<p>I also agree though, to shift gears slightly, that the flow channel poses a problem with interpreting it as increasing levels of mastery corresponding with difficultly. As per your knitting example, yeah, it doesn&#8217;t make sense. There is a plateau reached where the knitters can comfortably control the situation.</p>
<p>Bringing that back to games, it suggests a problem, and this is what I linked to in Robert Yang&#8217;s talk on immersion too, that flow should be associated with difficulty somehow. Yet, flOw clearly isn&#8217;t that. Nor is Flower. Both games most often links to that concept, both through design and conversation.</p>
<p>I&#8217;ve also got more to write on constraining choices, touching in the post &#8220;The Tyranny of Choice,&#8221; but I should probably not make this comment too long.</p>
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		<title>Comment on Epic Life: Describing Immersion by Epic Life: Immersion and Flow, 1 &#124; Play The Past</title>
		<link>http://www.playthepast.org/?p=3631#comment-455878</link>
		<dc:creator>Epic Life: Immersion and Flow, 1 &#124; Play The Past</dc:creator>
		<pubDate>Wed, 15 May 2013 15:01:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.playthepast.org/?p=3631#comment-455878</guid>
		<description><![CDATA[[...] reading me (as I&#8217;m sure you did) describe immersion as the experience of having a fictional world replace the player&#8217;s real world, through [...]]]></description>
		<content:encoded><![CDATA[<p>[...] reading me (as I&#8217;m sure you did) describe immersion as the experience of having a fictional world replace the player&#8217;s real world, through [...]</p>
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		<title>Comment on The Future of the Civil War through Gaming: Morgan’s Raid Video Game by Reflection on Games and Learning &#124; Readings 804</title>
		<link>http://www.playthepast.org/?p=3546#comment-453846</link>
		<dc:creator>Reflection on Games and Learning &#124; Readings 804</dc:creator>
		<pubDate>Sun, 12 May 2013 00:51:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.playthepast.org/?p=3546#comment-453846</guid>
		<description><![CDATA[[...] McCall (Gaming the Past), Ron Morris, Brenda Braithwaite, and James Paul Gee are convinced that games hold the key to history education, [...]]]></description>
		<content:encoded><![CDATA[<p>[...] McCall (Gaming the Past), Ron Morris, Brenda Braithwaite, and James Paul Gee are convinced that games hold the key to history education, [...]</p>
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		<title>Comment on Epic Life: Immersion and Metaphor in Papo &amp; Yo by Epic Life: Ritual Immersion in Papo &#38; Yo &#124; Play The Past</title>
		<link>http://www.playthepast.org/?p=3680#comment-448861</link>
		<dc:creator>Epic Life: Ritual Immersion in Papo &#38; Yo &#124; Play The Past</dc:creator>
		<pubDate>Wed, 01 May 2013 15:01:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.playthepast.org/?p=3680#comment-448861</guid>
		<description><![CDATA[[...] creates metaphors for our selves that have the power to transform us. I&#8217;ve been talking in my last few posts about how that works&#8211;about how we identify not only with characters like Odysseus [...]]]></description>
		<content:encoded><![CDATA[<p>[...] creates metaphors for our selves that have the power to transform us. I&#8217;ve been talking in my last few posts about how that works&#8211;about how we identify not only with characters like Odysseus [...]</p>
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		<title>Comment on Epic Life: Immersion and Identification among the Phaeacians by On Reading Homer &#171; E-Learning</title>
		<link>http://www.playthepast.org/?p=3664#comment-446840</link>
		<dc:creator>On Reading Homer &#171; E-Learning</dc:creator>
		<pubDate>Sat, 27 Apr 2013 10:58:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.playthepast.org/?p=3664#comment-446840</guid>
		<description><![CDATA[[...] Epic Life: Immersion and Identification among the Phaeacians (playthepast.org) [...]]]></description>
		<content:encoded><![CDATA[<p>[...] Epic Life: Immersion and Identification among the Phaeacians (playthepast.org) [...]</p>
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		<title>Comment on Zeitgeist of Netrunner: The Corp by Drupal and Me: randomblink.com</title>
		<link>http://www.playthepast.org/?p=3638#comment-446505</link>
		<dc:creator>Drupal and Me: randomblink.com</dc:creator>
		<pubDate>Fri, 26 Apr 2013 20:50:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.playthepast.org/?p=3638#comment-446505</guid>
		<description><![CDATA[[...] Zeitgeist of Netrunner: The Corp [...]]]></description>
		<content:encoded><![CDATA[<p>[...] Zeitgeist of Netrunner: The Corp [...]</p>
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