Brief Overview
The first chapter discusses the difficulties that Game Studies researchers have experienced in defining games and describes their constituent elements without restricting them to an essentialist definition. This framework will form the foundation of how digital games will be viewed in the rest of the book. It explains the rationale for the structure of the model and discusses the theoretical foundations and assumptions that underlie its formation.
The second chapter considers the related phenomena of presence and immersion and the way these have been used in presence theory and game studies respectively. The chapter describes the vagueness and confusion that has surrounded these terms and outlines four challenges for understanding the experiential phenomenon they refer to in the context of game research.
The third chapter introduces the player involvement model developed through qualitative research. It explains the relationship between its two constituent temporal phases: macro, representing off-line involvement with the relevant game; and micro, representing moment-to-moment involvement during gameplay. The chapter gives a brief outline of attention and considers the difference between game involvement and involvement with other media such as film and literature. The chapter also divorces the issue of player involvement from the question of fun and the concept of the magic circle.
Chapters four through nine describe in detail the six dimensions that constitute the model. Each of these is considered on two temporal phases of engagement, macro- and micro-involvement. Macro-involvement encompasses all forms of involvement with the game when not actually playing. These include the initial draw towards the game, reasons for returning to it, participation in the community it fosters, and other off-line plans and thinking that surround the actual instance of gameplay. The micro-involvement phase describes the qualities of moment-to-moment involvement within the respective dimensions. It deals with six dimensions of player involvement, which are: control and movement (kinaesthetic involvement), the exploration and learning of the game’s spatial domain (spatial involvement), co-presence, collaboration, and competition with other agents (human or AI) that inhabit it (shared involvement), the formation of an on-going story and interaction with the scripted narrative written into the game (narrative involvement), the affect generated during gameplay (affective involvement), and the decision-making undertaken in the pursuit of both game- and self-assigned goals (ludic involvement)
Chapter ten discusses the phenomenon of incorporation. This chapter will argue that incorporation’s specific formulation avoids the four conceptual challenges outlined in chapter two. It also argues for incorporation as a more accurate metaphor than presence and immersion. The chapter ends with an examination of how incorporation emerges from the combination of several dimensions of the player involvement model through two examples of incorporating experiences described by research participants.
The scope of this book is therefore to provide a new representation of involvement in digital games and in the process build an argument for rethinking the concept of immersion as a multi-faceted experiential phenomenon. Critical to a precise re-conceptualization of the phenomenon, is my introduction of a new term, incorporation, which can account more satisfactorily for the complex range of factors and therefore provide a more productive concept for researchers and practitioners in various fields to work with. The player involvement model is intended to provide a common, holisitic framework that will facilitate further research in the area. |
|