There has been a
substatial amount of academic work in game studies that reflect upon
the immersion of the player, or rather the willing suspension of
disbelief(Frasca, 2006) or active creation of belief(Murray, 1997).
From immersion viewed as a direct interaction with a game;
conceptualizing models that explain, among others, the attentional
resources used by the player during playing a game(Calleja, 2007a,
2007b, 2011) to examinations of how the player can be observed to
distance himself from the game to not only contemplate tactical and
strategical actions within the game, but also bridging the implicit
and explicit messages of the game to the player's reality outside of
the game world(Frasca, 2006). In the space between the direct
interaction with the game and the outside world scholars have also
examined the hardware interface's, keyboard and mouse or controller,
effect in the players possibilities for immersion(Kirkpatrick, 2009).
These though primarily reflect on what I would call a short-term
immersion: being 'in the zone'
brought on by an amalgamation of player and game. That said the
authors referenced above do not completely disregard a long-term
immersion, though the handling
of playing a game as a player-centric ergodic process leads to the
feeling immersion being broken when the phone suddenly rings, the
player gets up to get a refreshment, or when the game-session ends
and thus seems to lead to a slight disregard for immersion when the
player is not actively engaged. Long-term immersion in academia seems
to most often be linked to effects that players profit, or suffers,
from from long-term engagement with games and virtual worlds, such as
losing connection to the real world by trying to quick load when an
accident happens(I have done this a couple of times) or note that the
player name is missing above the cashier in the supermarket.
There
seems to be a lack of focus on immersion in a game when the player
is not actively engaged in it. Frasca do touch on the subject briefly
in the explanation of mechanical outmersion,
where a player “critically analyzes it's[the games] mechanics and
rules, looking for patterns that can lead to the solution of a problem
or the understanding of a system. […] Analysis and strategy-making
are purely mental processes”(Frasca, 2006: 3). When this mechanical
outmersion is combined with the concept of The Tetris
Effect one can begin to see a
pattern of long-term immersion. The Tetris Effect is an psychological effect where a person may experience moving images at the edge of their visual field, when they close their eyes, or when they are drifting off to sleep. The images are based on a prolonged exposure to a certain activity such as coding for programmers that lead to dreaming lines of text, mathematicians seeing numbers or
equations, or seeing blocks falling after having played Tetris all
day. Sea legs is also considered a type of Tetris Effect, where a
person might experience an illusory rocking motion while on land
after a long time on a boat. When considering The Tetris Effect as a
possible state of mind and the mental process connected with Frasca's
mechanical outmersion it seems plausible to move closer to a
long-term immersive state where the player is considering short-term
immersive aspects and factors of a game, such as Calleja's six
immersive involvement elements(Calleja, 2007b), which will
subsequently be available for the player to actively use in the next
game-session(assuming the player can remember it).
This
would mean that immersion in a game for a prolonged amount of time
could lead to mechanical outmersion and subsequently The Tetris
Effect during which tactical and strategical game actions are
considered which is then applied directly in the next game-session.
The long-term immersion that is generated contributes to the player
being able to immerse themselves in the game much quicker, since the
last immersion in the game was not when the game was last played, but
several both conscious and subconscious episodes while away from the
game. Observing these immersive states of mind in a way that produce
results that are applicable to academic studies do pose a problem
though. Frasca explains how these internal, mental processes cannot
be observed by a third-party and interviewing players risks
triggering a conscious understanding of the origin of a subconscious
effect(Frasca, 2006: 6). Frasca's hate-mail examples solves the
problem of proving meta-outmersion, but in the case of long-term
immersive tactical and strategical decisions it is not a viable
method of gathering evidence since a player might simply have an
epiphany over a puzzle he was not able to solve in the last session
and completes it within the first few minutes of the next session.
Without a reliable way of examining when and where the solution of
the puzzle came to the player, without having to ask the player
directly, the study of how long-term immersion affects short-term
immersion in games and the solution of strategical and tactical
challenges has hit a roadblock.
Bibliography:
- Calleja, G. Digital Games as Designed Experience: Reframing the Concept of Immersion. Victoria University of Wellington. 2007. (2007a)
- Calleja, G. Revising Immersion: A Conceptual Model for the Analysis of Digital Game Involvement in Situated Play, Proceedings of the DiGRA 2007 Conference. 2007. (2007b)
- Frasca, G. Immersion, Outmersion & Critical Thinking. 2006.
- Murray, J. Hamlet on the Holodeck. Free Press. 1997.
- Kirkpatrick, G. Controller, Hand, Screen: Aesthetic Form in the Computer Game in Games and Culture, April 2009 4, pp. 127-143. 2009.
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