Monday, January 21, 2013

Immersion in the private sphere


Video Games and the form they take have been evolving since the 60’s. Initially video games were played through large cumbersome machines at destinations dedicated purely to gaming (known as arcades). More recently (since the 80’s; with the introduction of the Atari etc) the video game has entered into people’s homes. PlayStations and Xboxes are now considered a regular fixture in lounges and bedrooms throughout the world. Though it may not seem entirely relevant, I argue that this is highly indicative of the developments that have taken place in terms of both a players Immersion within a game and the agency they feel they have over the game. Previously we have explored both of these concepts in terms of the specific technological aspects of a game. Included in these technological aspects are the multitudes of perspectives that a game can employ which include ‘side scrolling’, ‘isometric perspective, ‘third person trailing’ and perhaps the most widely used ‘first person perspective’. All of these are essential in enhancing a player’s immersion within a game. Equally important are graphics, which help to create a feeling of realism. Storylines are also used to enhance a player’s immersion within a game, these help to make a player feel they are a part of something and that they are actively involved in a given scenario. I do not doubt the importance of all of these factors but feel that one important aspect has been forgotten, the environment in which a game is played. I believe that the difference between playing a game in a public space and in the home is perhaps the biggest advancement in gaming ‘immersion’. One can play alone, within their comfort zone and the individual is therefore able to focus all of their attention on a game. In comparison if one were to be playing the same game in an arcade they would be distracted by any number of things, people around them, other games, noises from other games etc. Another interesting change that has taken place as a result of gaming moving into the home is that one does not have to constantly feed a machine with coins. I believe that constantly putting coins into a machine draws a player out of the game, further decreasing immersion. This idea is not as relevant when considering agency. I believe that the agency one feels they have over a game is more directly related to the technological aspects of that game. As the settings and interfaces in games grow larger, so do the abundance of opportunities available to a player. Therefore enhancing the ‘agency’ one feels they have over a game. I believe that technological advances and perspectives that games employ are the primary factor in becoming immersed in a game but also think that the setting in which the game is played should not be forgotten.

1 comment:

  1. Enjoyed your post. It's interesting to consider environment in the context of immersion. Do you need a controlled physical space to be in the the game space? Can people become "immersed" in the game experience while using a mobile device on a bus or train surrounded by strangers? So much so they miss their stop. Maybe.

    I think another powerful inhibitor to becoming immersed is the social demands of partners, kid's, housemates... intruding on your game space inside your shared physical space.

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