LEADER 04154oam 2200637Ka 450 001 9910789717903321 005 20190503073359.0 010 $a0-262-29454-0 010 $a1-283-30270-5 010 $a9786613302700 010 $a0-262-29545-8 035 $a(CKB)2670000000123243 035 $a(OCoLC)756496949 035 $a(CaPaEBR)ebrary10502102 035 $a(SSID)ssj0000537921 035 $a(PQKBManifestationID)11340580 035 $a(PQKBTitleCode)TC0000537921 035 $a(PQKBWorkID)10554528 035 $a(PQKB)11462375 035 $a(MiAaPQ)EBC3339299 035 $a(OCoLC)756496949$z(OCoLC)778616579$z(OCoLC)816867492$z(OCoLC)961511767$z(OCoLC)962668821$z(OCoLC)966195297$z(OCoLC)985243705$z(OCoLC)988458950$z(OCoLC)991956912$z(OCoLC)1011029088$z(OCoLC)1037932628$z(OCoLC)1038654743$z(OCoLC)1055382357$z(OCoLC)1063851631$z(OCoLC)1081293012 035 $a(OCoLC-P)756496949 035 $a(MaCbMITP)8429 035 $a(Au-PeEL)EBL3339299 035 $a(CaPaEBR)ebr10502102 035 $a(CaONFJC)MIL330270 035 $a(EXLCZ)992670000000123243 100 $a20111010d2011 uy 0 101 0 $aeng 135 $au||||---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aIn-game $efrom immersion to incorporation /$fGordon Calleja 210 $aCambridge, Mass. $cMIT Press$dİ2011 215 $a1 online resource (235 p.) 311 $a0-262-01546-3 320 $aIncludes bibliographical references and index. 327 $aGames will be games -- Immersion -- The player involvement model -- Kinaesthetic involvement -- Spatial involvement -- Shared involvement -- Narrative involvement -- Affective involvement -- Ludic involvement -- Incorporation. 330 $aAn 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. 606 $aVideo games$xPsychological aspects 606 $aVideo gamers$xPsychology 606 $aVirtual reality$xPsychological aspects 610 $aGAME STUDIES/General 610 $aSOCIAL SCIENCES/Media Studies 615 0$aVideo games$xPsychological aspects. 615 0$aVideo gamers$xPsychology. 615 0$aVirtual reality$xPsychological aspects. 676 $a794.8 700 $aCalleja$b Gordon$01492195 801 0$bOCoLC-P 801 1$bOCoLC-P 906 $aBOOK 912 $a9910789717903321 996 $aIn-game$93714528 997 $aUNINA