Immersion, Engagement, and Presence: A Method for Analyzing 3-D Video Games

By A. McMahan. 2013

363 citations recorded by the source corpus.

A recent shift in computer game design involves a move away from 2-D level design, in games like Prince of Persia (1992), or from isometric design in games like Warcraft, to 3-D design and a first-person point of view. This shift increases the sense of immersion by replicating the aesthetic approaches of first-person shooter games in other types of games, such as adventure games, role-playing games, and even strategy games, which previously used 2-D levels or isometric views. The shift in design is indicative of an overall trend to make desktop video games feel more like virtual reality. My approach here is to reexamine our concept of immersion in video games and suggest that immersion has become an excessively vague, all-inclusive concept. It is necessary to break down the concept of immersion into its more specific meanings and develop a more specific terminology. In this essay, I take the

Subfields: Developmental and Educational Psychology, Experimental and Cognitive Psychology, Sociology and Political Science

View Paper: https://www.semanticscholar.org/paper/df3d0a83ab7db85891451eb44be5e12f5ea53024

How researchers see this paper

The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.

In Developmental and Educational Psychology

  1. Stefania Serafin
  2. Niels Christian Nilsson
  3. Rolf Nordahl
  4. Adrian von Mühlenen
  5. Devon Allcoat

In Experimental and Cognitive Psychology

  1. Adrian von Mühlenen
  2. Devon Allcoat

In Sociology and Political Science

  1. Stefania Serafin
  2. Mikki Hoang Phan
  3. Niels Christian Nilsson
  4. Rolf Nordahl
  5. Barbara S. Chaparro
  6. Joseph Roland Keebler
  7. Adrian von Mühlenen
  8. Devon Allcoat

Citations in the corpus