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The Immersive Power of Created Worlds Brian Sturm
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What is a “created world”? “What really happens is that the story-maker proves a successful “subcreator.” He makes a Secondary World which your mind can enter. Inside it, what he relates is “true”: it accords with the laws of that world. You therefore believe it, while you are, as it were, inside. The moment disbelief arises, the spell is broken; the magic, or rather art, has failed. You are then out in the Primary World again, looking at the little abortive Secondary World from outside.” (Tolkien, “On Fairy Stories)
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What is “immerse”? “To plunge or sink into a (particular) state of body or mind; to involve deeply, to steep, absorb, in some action or activity.” Similarly: “Be absorbed = to be swallowed up, or comprised in, so as no longer to exist apart.” And: “To steep = to involve deeply in a state or condition; to imbue or permeate thoroughly (with some quality); to make profoundly acquainted (with a subject of study); to absorb in (a pursuit).” (OED) Princess Bride exemplar
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Immersive Digital Environments “an artificial, interactive, computer-created scene or "world" within which users can immerse themselves” (Wikipedia) Immersive games: “gaming that enables the player to convincingly enter and participate in a virtual world.” (http://www.cs.nott.ac.uk/~bai/fellowship/index.html) Second Life screenshots Call of Duty 2 screenshot
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What’s immersion like? Realism: “it’s the actual living of the images.” “You suddenly are the person that’s alive in the story.” Lack of reality awareness: “I kind of forget all my surroundings.” “It’s like nothing else is happening, like nothing else is going on anywhere.” “I just kind of fall into a different world.” Time Distortion: “It felt like only minutes.” Engaged sensory channels: “I could see the characters, taste the stew, and smell their cooking fire.” Control: “I put myself into…” becomes “I get caught up.” Sense of Place/Journey: “I feel I’m inside the story,” and “I was just there.”
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What increases immersion in story?
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Immersion/Presence in Created, Game Worlds or Virtual Environments Some technical issues: – Created world is cohesive like real world: visual, aural (surround-sound), and haptic if VR – Fast graphics rendering to achieve “flow” (rhythm) – Interaction is high but easy enough that it can become automatic (comfort) – Multiple players can be both engaging and distracting – Easy/automatic saves, results of failure – System latency (lag time between real world action and virtual action) Some story issues: – Action is fast and requires focused attention – Increasingly intellectually challenging (problem-solving) as a reward for proficiency – Characters evoke identification and empathy (we “care”) – Rewards are commensurate with achievement, and interactive
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Game Design Patterns for Narrative Structures, Predictability, and Immersion Anticipation (being able to predict future events) Character Development (game specified) Characters Creative Control Cut Scenes (for story background) Delayed Effects Easter Eggs (unrelated surprises) Freedom of Choice Game Masters Higher-Level Closures as Gameplay Progresses (increased difficulty) Hovering Closures Identification (connection) Illusion of Influence Narrative Structures (underlying story) Never Ending Stories Perceived Chance to Succeed Planned Character Development (player created) Player Constructed Worlds (2 nd Life) Skills Storytelling by Characters Surprises Tension (uncertain outcomes of future events) Types of immersion: spatial (first-person), emotional (attachment), cognitive (problem- solving), sensory-motor (repetition/rhythm) From: Bjork, Staffan & Jussi Holopainen. (2004). Patterns in Game Design. Charles River Media
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What detracts from immersion? Distractions: visual, auditory, kinesthetic, technical, durational, and rhythmic. World-building errors/inconsistencies Physical/emotional discomfort Real-world problems/demands Training/vigilance
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Discussion Questions Are there problems with merging immersive, created worlds with teaching? – Literature shows strong support for this use, particularly virtual environments because they are: immersive, interactive, and motivational. Do we learn differently (better?) when immersed? Immersive experiences are often ineffable; how does this affect recall and learning? Must we consider “state specific knowledge and recall” when designing these worlds? Other questions??????
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