`Purdue e-Pubs
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`Open Access Theses
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`Spring 2015
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`Immersion and identity in video games
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`Yaman Terzioglu
`Purdue University
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`Theses and Dissertations
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`Follow this and additional works at: http://docs.lib.purdue.edu/open_access_theses
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`Recommended Citation
`Terzioglu, Yaman, "Immersion and identity in video games" (2015). Open Access Theses. 620.
`http://docs.lib.purdue.edu/open_access_theses/620
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`This document has been made available through Purdue e-Pubs, a service of the Purdue University Libraries. Please contact epubs@purdue.edu for
`additional information.
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`Gree Exhibit 2010
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`Graduate School Form 30
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`PURDUE UNIVERSITY
`GRADUATE SCHOOL
`Thesis/Dissertation Acceptance
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`This is to certify that the thesis/dissertation prepared
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`By Yaman Terzioglu
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`Entitled
`IMMERSION AND IDENTITY IN VIDEO GAMES
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`For the degree of Master of Fine Arts
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`Is approved by the final examining committee:
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`David Sigman
`Chair
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`Fabian Winkler
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`Shannon C. McMullen
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`To the best of my knowledge and as understood by the student in the Thesis/Dissertation
`Agreement, Publication Delay, and Certification Disclaimer (Graduate School Form 32),
`this thesis/dissertation adheres to the provisions of Purdue University’s “Policy of
`Integrity in Research” and the use of copyright material.
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`Approved by Major Professor(s):; Pid Sigman
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`Approvedby: Harry Bulow
`Head of the Departmental Graduate Program
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`4/22/2015
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`Date
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`IMMERSION AND IDENTITY IN VIDEO GAMES
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`A Thesis
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`Submitted to the Faculty
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`Purdue University
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`Yaman Terzioglu
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`In Partial Fulfillment of the
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`Requirements for the Degree
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`Master of Fine Arts
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`May 2015
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`Purdue University
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`West Lafayette, Indiana
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`For my brother
`For my brother
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`ACKNOWLEDGEMENTS
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`I would like to thank my major professor, David Sigman for his support and
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`letting me pursue my interest in game development and research. I’m also thankful for
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`the support of Shannon McMullen and Fabian Winkler for being in my MFA committee.
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`I also would like to thank my family for their never-‐ending support for me to
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`pursue my goals.
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`TABLE OF CONTENTS
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`ABSTRACT .......................................................................................................................... vii
`CHAPTER 1. INTRODUCTION .............................................................................................. 1
`1.1 introduction .............................................................................................................. 1
`CHAPTER 2. CONCEPTS AND LITERATURE REVIEW: ........................................................... 3
`2.1 Immersion: ............................................................................................................... 3
`2.2 Identity ................................................................................................................... 11
`2.2.1 Theories of Identity ............................................................................................. 14
`CHAPTER 3. VIDEO GAME ELEMENTS IN SPACE SIMULATION GENRE ............................. 17
`3.1 Space Simulation Genre ......................................................................................... 17
`3.2 Case Study .............................................................................................................. 19
`3.2.1 Case 1: Kerbal Space Program ......................................................................... 19
`Case 2: X3: Albion Prelude ....................................................................................... 22
`CHAPTER 4. VIDEO GAME ELEMENTS IN SPACE SIMULATION GAMES ............................ 26
`4.1 Physical Interaction Methods ................................................................................. 26
`4.1.1 Keyboard ......................................................................................................... 26
`4.1.2 Mouse .............................................................................................................. 27
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`4.1.3 Joystick ............................................................................................................ 28
`4.2 Sound Devices ........................................................................................................ 28
`4.2.1 Speakers .......................................................................................................... 29
`4.2.2 Headphones .................................................................................................... 29
`4.3 Virtual Interaction .................................................................................................. 30
`4.4 Graphics .................................................................................................................. 30
`4.4.1 Realism ............................................................................................................ 31
`4.4.2 Aesthetics ........................................................................................................ 31
`4.4.3 Cockpit ............................................................................................................. 31
`4.5 Sound Design .......................................................................................................... 32
`4.5.1 Sound Effects ................................................................................................... 32
`4.5.2 Music ............................................................................................................... 32
`4.6 Game Modes .......................................................................................................... 33
`4.6.1 Free Roam ....................................................................................................... 33
`4.6.2 Objective / Narrative ....................................................................................... 33
`4.7 Customization ........................................................................................................ 34
`CHAPTER 5. IMMERSION STUDY ...................................................................................... 35
`5.1 Method: .................................................................................................................. 35
`5.1.1 Participants ...................................................................................................... 35
`5.1.2 Design .............................................................................................................. 35
`5.1.2.1 Control Group ........................................................................................... 37
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`5.1.2.2 Experiment Group A ................................................................................. 37
`5.1.2.3 Experiment Group B ................................................................................. 38
`5.1.2.4 Experiment Group C ................................................................................. 38
`5.1.3 Materials and Measures .................................................................................. 39
`5.2 Results .................................................................................................................... 40
`5.2.1 Hypothesis ....................................................................................................... 40
`5.2.1 Overview ......................................................................................................... 41
`5.2.2 Detailed Analysis ............................................................................................. 45
`5.2.2.1 Physical Interaction .................................................................................. 46
`5.2.2.2 Sound Devices .......................................................................................... 47
`5.2.2.3 Graphics ........................................................................................................ 47
`5.2.2.4 Sound Design ............................................................................................ 48
`5.2.2.5 Game Modes ............................................................................................ 49
`5.2.2.6 Customization ........................................................................................... 50
`5.3 Discussion ............................................................................................................... 51
`CHAPTER 6. CONCLUSION ................................................................................................ 54
`BIBLIOGRAPHY ................................................................................................................. 56
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`ABSTRACT
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`Terzioglu, Yaman MFA, Purdue University, May 2015. Immersion and Identity in Video
`Games. Major Professor: David Sigman
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`The video gaming industry is an ever-‐expanding one. According to Reuters, the
`global net worth of the industry in 2011 was US$65 billion (Reuters, 2011). Every year
`developers race to deliver the best game ever produced. There are various factors,
`which render a game successful and a successful formulation of those factors means a
`satisfying game experience for the players. Immersion, the mental involvement
`between the game and the player, is one of the broader phenomena, which includes
`most of the game design elements as its determinants. Understanding the impact of a
`game’s immersiveness and how to form a strong immersive structure is relevant to the
`development of a successful video game.
`Every video game player, as they play video games, connects their real life
`identity with a virtual identity, which serves as a visual and substantial representation.
`The real life identity, with every aspect, is reflected on to the virtual identity and the
`latter is reflected on to the former as an outcome of being exposed to video games.
`James Paul Gee (2004) has suggested that a third type of identity is formed during this
`process of exchange: “the Projective Identity” (p. 56). Understanding the relationship
`between identity and videogames through this idea of triple identities (real life,
`projective and virtual) and the interaction between players’ real-‐world self and the
`avatar they are controlling inside the virtual space is crucial towards analyzing video
`game elements such as “Immersion” and “Presence”.
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`This thesis investigates different video game elements and the impact they have
`in terms of immersion and the relevance of these elements based on the Space
`Simulation Genre, to create a model that would be applicable to other genres.
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`CHAPTER 1. INTRODUCTION
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`1.1 introduction
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`I grew up playing video games and one of the main reasons why they fascinated
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`me was their ability to “pull” me in, regardless of their genre or type. I had my share of
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`poorly designed games as well, which didn’t have the same effect that the “good”
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`games had. Mind you, I played games that belonged to different genres, even the
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`genres that I wasn’t quite fond of. My opinions were almost always supported by
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`different game critics and their evaluation of the game, which meant that the dislike of
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`such “poor” games was not created by my subjectivity alone. The follow-‐up question to
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`my revelation was the simple question of: Why? Why are some games so good that I
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`can’t stop playing and why are some games so poor that I get bored / irritated /
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`disenchanted? What are the factors and elements that create such phenomena that
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`make me forget about my real-‐world identity and care about this virtual, alternative
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`identity? These questions forced me to think about games as well, besides playing them.
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`To understand what makes a game successful, I wanted to focus on the elements that
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`make a game immersive, an experience that makes the players forget about all of their
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`real life endeavors and be one with the game without interruptions.
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`The issue of identity is a very complex concept. Throughout ages, philosophers,
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`psychologists and even individuals tried to answer the question of who we really are. In
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`this thesis, I will approach theories of identity from the perspective of video games. The
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`investigation will be about how different game elements affect the experience between
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`the player and the game in terms of creating a successful immersive realm, which would
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`make it easier for the player to assume the identity of his/her avatar. These elements
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`will be discussed further in the context of “Immersion”, a term that was coined to
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`describe the “sucking in” effect of not just the virtual realities of video games, but also
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`books movies and other form of narratives. These elements and factors and their effects
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`on video games that belong to a specific genre will be analyzed through series of surveys
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`and tests with the help of previous research. The conclusions to the analysis will be used
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`to determine a research model/method, applicable to any game from any genre that
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`would point out the most important immersion elements that take part in different
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`genres and video game types. The conclusions will also be used in terms of figuring out
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`the flaws of the study and how the study can be improved.
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`CHAPTER 2. CONCEPTS AND LITERATURE REVIEW
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`2.1 Immersion:
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`Immersion is a version of concentration, which is applicable to the narratives,
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`stories and environments that exist within an alternative, pseudo reality.
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`Immersion plays an active role and is in relationship with our psyche,
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`environment and means of interaction every time we step into an alternative, virtual
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`reality that is crafted and embedded into different media like a book, a movie or a video
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`game. Immersion, in the scope of these happenings and narratives within the
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`alternative realities, affect the way we interact with them, it affects the time we spend
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`on them and most importantly, determines the satisfaction and pleasure we get from
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`them. The most common definition of Immersion is by Janet Murray (1997) in her book,
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`“Hamlet on Holodeck”:
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`A stirring narrative in any medium can be experienced as a virtual reality be-‐
`cause our brains are programmed to tune into stories with an intensity that can
`obliterate the world around us. . . .The experience of being transported to an
`elaborately simulated place is pleasurable in itself, regardless of the fantasy
`content. We refer to this experience as immersion. Immersion is a metaphorical
`term derived from the physical experience of being submerged in water. We
`seek the same feeling from a psychologically immersive experience that we do
`from a plunge in the ocean or swimming pool: the sensation of being surrounded
`by a completely other reality, as different as water is from air, that takes over all
`of our attention, our whole perceptual apparatus . . . in a participatory medium,
`immersion implies learning to swim, to do the things that the new environment
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`makes possible . . . the enjoyment of immersion as a participatory activity.(pg.
`98-‐99)
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`Immersion is most critical in video games, as video games combine two elements
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`that exist within books and motion pictures: The narrative and the visual stimuli. Most
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`importantly, it adds another dimension and a layer that serves as a critical determinant
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`to the levels of immersion: non-‐trivial interaction1. The combination of these three
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`elements—narrative, visual stimuli and non-‐trivial interaction—forms a virtual
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`environment that is both genuine and responsive. This is a new form of interaction, a
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`new dimension that embraces and houses new forms of identities of the players’.
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`Immersion is a very hot topic in terms of video game design research as it is the
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`most important indicator of the interaction between a game and the player. Previous
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`papers and research almost always investigates the phenomena of immersion in
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`comparison to other extremely similar elements such as “Engagement, Flow and
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`Presence that either affect or become the outcome of the overall experience. This is due
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`to the fact that most definitions for such terms have blurry lines that make them very
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`hard to differentiate from each other.
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`1 Non-‐trivial Interaction: any sort of interaction between the player and the game should have an impact
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`on the game itself; a unique reaction given by the game, based on the players’ actions. Simply put, every
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`action should have a reaction, which should be observable by the player.
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`2 McMahon quotes this term referring to Lomard and Ditton’s (2000) study about
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`While investigating methods for “Analyzing 3-‐D Video Games”, Alison McMahan
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`(2003) starts with a brief explanation of what immersion is and immediately mentions
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`presence, “a term often used synonymously with immersion”, as a result of the lack of
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`definitive descriptions for each term. Further on, McMahan delves deeper into the inner
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`workings of presence, mentioning Matthew Lombard and Theresa Ditton’s (2000) “At
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`the Heart of it All: The Concept of Presence“ study by referring to Presence “as the
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`result of a combination of one or all of six different factors: quality of social interaction,
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`realism in the environment (graphics, sound, etc.), the effect of “transportation2”, from
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`the degree of immersiveness generated by the interface, the user’s ability to accomplish
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`significant actions within the environment and the social impact of what occurs in the
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`environment, and users responding to the computer itself as an intelligent, social
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`agent.”(2003) This definition is important as it renders Presence as an outcome of the
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`immersion of the player which, makes the difference between immersion and presence
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`much more understandable and approachable. She concludes by saying that “Lombard
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`and Ditton’s conceptualization of Presence enables critics and analysts to conduct an
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`2 McMahon quotes this term referring to Lomard and Ditton’s (2000) study about
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`transportation/telepresence and the three different forms of it: (1) “You are there,” in which the user is
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`transported to another place, the oldest version of presence; (2) “It is here,” in which another place and
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`the objects within it are transported to the user—the example given is of how television “brings the
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`objects and people from another place to the media user’s environment”; and (3) “We are together,” in
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`which two or more communicators are transported to a common space, such as in immersive video
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`conferencing. (2003)
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`aesthetic analysis of various types of games”(2003) as different factors alter the
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`immersion of the player. This ultimately changes the players’ presence within the virtual
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`environment and the overall identity one assumes.
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`As one of the most cited papers on the subject of immersion, what it is and what
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`it consists of, A Grounded Investigation of Immersion in Games by Emily Brown and Paul
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`Cairns (2004), an interview-‐based study about video game players’ thoughts on what
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`immersion is, is probably the best written paper about immersion and its complex
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`structure. Brown and Cairns dissect immersion into 3 parts:
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` (1)“Engagement, the lowest initial level of immersion”, which consists of the
`access, and the time the player invests in the game.
`(2)“Engrossment or the emotional attachment of the player to the game
`determined by the construction of the game.”
`(3)”Total Immersion or presence, where the players are cut off from reality as a
`result of their empathy level and the atmosphere of the overall design.”
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`Most modern views of immersion are based on this simple approach and it is the one
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`that this thesis will adopt.
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`Laura Ermi and Frans Mäyrä collaborated for a study called the “Fundamental
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`Components of the Gameplay Experience: Analysing Immersion” on 2005. The study
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`was conducted to identify how video games that belong to different genres provide
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`different types of immersion. This study is critical if one wants to focus on immersion
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`and diversify it based on different types of experiences and gameplay structures. Ermi
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`and Mäyrä created the “SCI-‐model”, a model that divides immersion into 3 categories:
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`1. Sensory Immersion, 2. Challenge-‐based immersion and 3. Imaginative immersion.
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`Sensory immersion is the “audiovisual execution of games”(2005), the one that is easily
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`recognizable as it is the physical parts of the digital realm and the layer that has the
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`fastest response rate in terms of sensory data from the players. The Challenge-‐based
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`Immersion, as the name indicates, relies on problem solving and strategical thinking,
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`which ties in with the “flow” theory of Mihalyi Csikszentmihalyi (1975). Like the Flow
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`theory this type of immersion occurs when there is a certain balance between the
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`problems being solved, the experience of the player and the number/severity of the
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`challenges being faced. The third type; Imaginative Immersion is based on the narrative,
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`lore and the culture of the game and how the player transfers his identity in to the game
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`world to form a bond between his/her virtual identity.
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`Figure 1: The SCI model and the interaction between different gameplay elements, types of immersion
`and outcomes. From: Ermi and Mäyrä. Fundamental Components of the Gameplay Experience: Analyzing
`Immersion. Finland. 2005. Page 8.
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`One might argue that the elements of the imaginative immersion might bleed in
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`to the first one, the sensory immersion as these ludology and conceptual elements
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`determine the shape of the physical aspect of the game and this will be partially right.
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`However, the main difference between the sensory and imaginative immersion is the
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`response type/rate and how they make the player feel immersed.
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`Overall, this fits perfectly to the study shown in this thesis as the gameplay
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`elements the study investigates refer to the SCI model and each individual immersion
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`type mentioned. The structure of the study is created so that each experiment group
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`tests different types of immersion.
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`Based on Ermi and Mäyrä’s model, Lennart Nacke and Craig Lindley (2010)
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`conducted a study to measure three different game level designs that target three
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`different experiences during a gameplay of a First Person Shooter (FPS) in order to “find
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`the correlation between psychological effects and physiological responses”(2010). The
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`levels tailored for the study were the boredom level, the immersion level and the flow
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`level. What makes these levels unique were the different gameplay elements that were
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`included for each level. For example, for the Boredom Level, a linear path (one
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`beginning, one end, one path between each other), non-‐challenging adversaries, dull
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`environments and high number of supplements (health boosts, ammo etc.) were
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`included. The Immersion Level allowed player exploration, had average adversaries and
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`excellent atmosphere that triggered Sensory Immersion. The Flow Level focused on
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`series of challenges rather than a narrative and exploratory system and an adversary
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`system that