The Mechanics Of Immersion – Blog 1 (Immersion)

During Week 1 we unpacked what is meant by the mechanics of immersion at a fundamental level. The notion of which sits within idea of being engaged at a physiological, emotional and intellectual level (generally of which is involves the experience of a journey). We were then directed to brainstorm examples of which we found to be immersive (attributing qualities of deep engagement, suspension of disbelief and suspension of system mechanics.) Examples which surfaced included Shopping, Music, Sports (Passive and Active), VR, Rides, Dreaming, Meditation, Film, Youtube/Social Streams (although inherently algorithmic in nature), Television etc.

One example that came across through many of the groups was Video Games, which by nature engages us on multiple levels of visual, sound and touch.

One game that popped into my mind was Playdead’s Limbo (2011). I found this game to be engaging on multiple levels due to the stylistically striped back film noir design, simplified game mechanics, level of disbelief (mainly due to the horror style (fear) / gruesome elements) and timely unintelligible sound effects/music. Whilst moving through the playthrough you are consistently decoding the game for meaning or significance whilst being primed to react to the mechanics on a hyperarousal level.

Related image

Characters gaze often lead the player in assessing importance of streams of data

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