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[In this in-depth analysis, Neils Clark examines the intimate bond between psychology and play, and how games might tap into the recesses of the ancient human brain in order to reach new levels of immersion.]
What many works heretofore miss about immersion is the physiological. Specific senses have specific effects.
When the reds, greens, and blues of television images careen in through your retinas, and then bang back and forth between your amygdala and your prefrontal cortex, you're having a certain type of experience. When sounds, smells, or even tastes hit varied sensory receptors, you're having other types of experience.
The nature of such input, as well as how it's processed, has an effect on the final product. As games could hypothetically throw together near every other traditional method for presenting media experiences -- from poetry to painting -- it makes sense for developers to understand a great deal about how we sense and perceive them.
Topics like "flow", "theories of fun", culture (online and off), the psychology of identity, operant conditioning, and self-actualization -- more the culture and psychology of media experience -- relate to its physiology as light relates to dark in the Tao; each is fundamentally reliant on the other.
What follows, then, is a mega-abbreviated exploration of how the game experience slaps together a patchwork of elements, in the senses and in the mind, thereby forging something desirable. Something that the brain takes as a convincing-enough pastiche. Something that's still a medium, but which, while in its clutches, the mind might be forgiven for mistaking as real.
Sound and Vision
Scholars in the field of visual communication, combining theories in fields ranging from evolutionary psychology to neurobiology (Nobel Laureate-types -- not fringe wackos) write that visual media cannot help but be both immediate and convincing.
Much of our visual learning is "prewired by evolution to detect and respond to danger," writes Anne Marie Barry, Associate Professor of Communication at Boston College, saying that while that wiring hasn't changed in millions of years, visual media has.
"For the brain's perceptual system, visual experience in the form of the fine arts, mass media, virtual reality, or even video games is merely a new stimulus we have inherited as part of our brain potential and is processed in the same way." While it doesn't take 18 WIS to know that a television is a television, the implication here is that our visual system taps the forgotten Congo of the brain.
Those ancient, reptilian areas have no physical way of recognizing the difference between everyday experience and the flashing phosphor of a screen. Considering this, Barry suggests that visual media aren't some event. A kid playing violent games, let alone an adult, won't have some Mysterious Black Switch of Menace flipped in their brains. Rather, the brain's visual system files it as one apparently real experience among the many that we might have as we learn and grow.
And yet, visual media may flip a different kind of switch. These theories suggest that convincing visuals draw in a TV watcher, or a gamer, by virtue of simply being visual. Before we can think about our sight, we feel and respond. Optical impulses sent through the "quick and dirty" thalamo-amygdala pathway rush to the amygdala, where they're quickly matched against low-resolution images from this ancient emotional center.
By the time a more fulsome image can be sent down the cortical pathway for conscious, thoughtful awareness, we've already had some type of response. Visual experience that constantly yanks on these visceral puppet-strings, engaging old responses for (for instance) danger or mating, may keep players deeply engaged without their full mental awareness.
Distraction, visual, aural or otherwise, likely also lowers our physical awareness of outside stimuli while gaming. Of course, 'gaming' encompasses a wide variety of designs and experiences. Harry Potter Scene It! is meant to be a wholly different experience than Lego Harry Potter. Paying only physical attention to a board game (not the people, the snacks, or the spilled beer) would be a bit ridiculous. On the flip side, full solitary adhesion to a console game when you're home alone -- that's the ideal.
We want to find an interest-worthy world inside. As we may not even cognitively process inputs that occur while attending especially attractive stimuli, it's possible that some gamers forget near all of what's happened in their apartment during gaming (if it was even processed). They may also forget much of what flew at them in a game (if the game offers too many stimuli to process).
In that sense, though games may be designed as somewhat different than any common experience we're having in everyday life, how we process the gaming experience is physically no different than how our senses process any other experience in day-to-day life.
The human brain has no inborn mechanism separating photorealistic visuals on a screen from the visuals in reality. Sound and vision hold human attention within that frame of experience. In neither case has our fundamental processing changed simply because we've sat down for a little gaming. Physiologically, our Stone Age brains seem helpless but to fall into worlds. Does this imply that in passive media showing realistic scenes, that the barrier for passive immersion is almost zero? What, then, would be the barrier to interactive immersion?
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Immersion via narrative is a an emotional state of empathy, belief, and suspense. Immersive games sometimes offer the same emotional state via narrative. However games (and work!) can also invoke flow or 'the zone' which is a form of immersion that focuses the body on instinct, reflex, and coordination (among other functions). I'm thinking that suspension of disbelief and empathy are key in narrative immersion but, like many emotions, are not key to the state of flow.
So if we agree that immersion is a state of cognitive focus that refines or mutes stimuli that is not primal to the media, do you think that these two kinds of immersion are opposed? Of course they can both exist to some extent, but is it possible to have a game that has superior narrative immersion and superior flow immersion at the same time?
thanks!
MC -
If we accept the core premise of this article, that media generally (games in particular) are experienced much the same way as reality (or rather *are* often reality), we can distinguish forms of immersion via an understanding of human biology and psychology. And these are too complex to sift into *only* categories like 'narrative immersion,' or 'flow.' "Flow" is a complex, hybrid psychological term that's often misused in the games industry. Saying "Narrative" to a games academic is like brandishing a firearm. Are you with me, or against me? Though concepts popularized thus far for games immersion can have certain meanings (which make them functional to a point) past a certain point they're rather more like blinders.
This is a good thing for the industry. It means we have room to grow.
As for your comments on suspension of disbelief - read Tolkien's "On Fairy Stories," if you haven't already.
As to Flow, I am planning a second part to this piece discussing more the major theories of the 'psychology of play.' While gaming provides a Flowlike *state of mind* rather easily, I'm not convinced that games are always providing more the creative/fulfillment aspects that accompany ground-up Flow states. Flow that must be built by an individual, when he or she physically builds or creates something. Usually over the course of decades. Flow you'd find while, say, programming.
To those unfamiliar with Flow, I'd highly recommend Csikszentmihalyi's TED talk, on youtube, which I actually showed to my psych students yesterday.
But Flow is one of many concepts proclaimed as the end-all and be-all of understanding satisfying play experiences. There are many such theories. Which says something.
So, that's to say that I disagree that immersion is purely a state of cognitive focus (i.e. Flow). But as to what you're calling narrative vs flow? To be cryptic, and assuming I understand the underlying meanings you're drawing on, I agree that they can be opposed, but I disagree that they must be. To explain that statement would require comparing notes, defining terms. I'm basing my answer on a lot of different ideas on how our bodies respond to and process experience.
Ultimately, in my view, this underscores why we want to move past frames like 'narrative immersion,' and 'flow immersion.'
Thanks for the comments thus far.
That sort of opens up a broader view of immersion, a complexity potential. The exclusive extremes might be something like a button press page turn of the narrative and an abstract puzzle game. But, you just suggested more complex combined expressions of these, such as degrees of these two (possibly more) types of immersion focus. Perhaps they could be in conflict, as in complex story delivered during heightened action gameplay. I've been working with the understanding that attention acts as a limited resource, where a focus will dictate that other concerns must wane. If you do have a state where immersion takes multiple forms, focused on multiple aspects of the game, it would seem to be a strain of attention resources in that regard. It would also seem to pose a severe form of distraction from a viewpoint outside the Magic Circle. Though perhaps if, in the course of flow, while skills meet challenge well and boredom threatens, narrative engagement rises and vice versa. I wonder if the standard adventure pacing convention of 'fight, puzzle, story point' is actually addressing the oscillations of flow by weaving various challenge levels; narrative, gameplay, etc.
I'd feel comfortable thinking about immersion in terms of the concern focused on, so as to distinguish between an empathy immersion of character and being in the zone of play. That may allow for an easier way to describe variations of immersion and thinking along those lines may suggest opportunities for the designer.
That wholly depends on what kind of immersion you're referring to.
When playing Rock Band with three others the emotional input from each player involved is far greater than anything a Half Life 2 can throw at one player.
Humans are social creatures and games like Rock Band (or LittleBigPlanet et al) tap into that, allowing the game to expand to beyond the screen and suck in the entire living room. Even those not playing.
But even when not playing with others games revolving around rhythmic gameplay (in the broadest sense of the word) can put players 'in the zone', which completely blurs the world around them.
I'd call that immersion.
Csikszentmihalyi's talk is mentioned above, I seriously recommend that. His theory also pops up in the book Beyond Game Design (ISBN-13: 978-1584506713), which I recommend as well as it turns it into something applicable.
Great read, tightens my grasp on the subject. I'll definitely look into Tolkien's On Fairy-Stories.
Sometimes I can get immersed in a game because I want to know what happens next.
Sometimes because it's something I'm very interested in.
Sometimes because I just want to be somewhere else
Sometimes because I want to experience the world and what it's like to see through the eyes of my character.
Alot of it depends on the mood I'm in. Somedays I'm all up in that, and other days I don't even know why I play videogames.
I think the most important aspect is that I hope to walk away with something from the experience, and when i do there is a satisfaction that takes place. My synapses are firing correctly. and of course if there's a wall blocking the synapses, I will crave. something like that.
The most recent game that has got me anxious to play is Red Dead Redemption, it's a world i can believe, it existed, and I really enjoy that era. Sometimes I think I was born in the wrong era. So that kind of game and setting really gives me a woody. Problem is I got no console to play it on and I'm not going to buy one either. So now the good feelings for it are shot out the window and whatever my brain functions are doing, they are not happy.
The spirit of the article seems to be of 'role-playing' immersion, and not of the 'in the zone' variety. After all, a frame wouldn't detract from heightened 'cognitive focus,' nor does the talk about sound and vision seem very relevant to it. Neils supports this, mentioning that you'ld find flow while programming.
However, the quote from Tolkien doesn't seem to exclude the 'in the zone' type, although he was probably referring to the role-playing type for obvious reasons. It seems that both varieties do originate from the realm of Enchantment. So perhaps they are two roads to the same place, a sensual road similar to transmigration, and a transcendental road, more akin to Theory of Forms, both evoking a mild out-of-body experience.
Sound and vision could be used to enhance the 'in the zone'...-ness, perhaps using the Wii vitality sensor which senses heart rate and changes the game's audiovisuals accordingly... but I'm going off on a tangent here (though someone should actually try that).
I wasn't really referring to the article when I replied, rather my own experience and knowledge.
You're right that the article isn't about the immersion I mentioned, but I don't really support one thing over the other, should you've gotten that impression. I just find interesting means which could improve games on different levels, implement them, see what happens and either run with it or try something else.
Nothing should be mutually exclusive I think, given the designer has a clear goal and theme in mind.
Tolkien is absolutely talking about getting into the zone, and he's rather presupposing an automatic sort of visual immersion. But re: the zone, it's not just that readers reach a perfect balance of a Flow state's skill and challenge (you'd necessarily need skill at reading, and perhaps a writer's art lessened the inherent [to Tolkien] challenge of entry.) Yes, the flow state can be pleasurable in and of itself, but the reader needs some reason to enter.
Re: the visual doesn't always require flow for entry, rather it's one flavor we can provide once someone is bopping around inside.
I've been looking into the idea of flow over the past couple of days, and it's very fascinating. I hope you do a feature on it in the future, as you may have mentioned (or else I imagined that). One thing that impressed me is that I've been doing some analysis on design elements of a puzzle game_what makes it work and the like_ and my analysis closely aligned itself to the theory of flow. I'm now planning on incorporating it into my study.
I'm not sure that flow state is the ultimate end-all method to immersion. Sometimes I'm immersed in games involving little skill and challenge. Sometimes these games don't involve much creative activity at all. A lot of times, it's the illusion of life that immerses me_that I'm a part of something that seems alive, even though I know in the back of my mind that it's only the unwinding of a Rube Goldberg device. If you give AI enough possibilities, eventually it will become immaterial as to whether the game is acting out its programming or manifesting free will. I think I'm rambling here. Thanks for the article!
No fun is objective fact, for instance you can look at the style of games that are always fun
First person shooter (guy with gun)
Racing (car driving)
Real time strategy
Why are so many games the same, why is it when one game has success there are clones? (i.e. god of war vs dante's inferno?)
Those kinds of patterns are too strong to say "fun is subjective" it can't be subjective if you have a formula for fun, i.e. if you copy this game well enough and add to it it will be a success
Bayonetta and darksiders are god of war in different clothing. They are primarily action games. Games are about experiencing fantasy by participating in it, if someone ever does a really good transformers game that is actually a good game, I'd be playing it.
Being a gamer is about involving yourself as a participant in what people fantasize about doing in a fantasy/imaginary setting.
If we looked at all the dreams kids had of being a soldier, a jedi, etc, etc, that's what the basis for many games is - experiencing the fantasy world.
For other games like tetris and civilization it's about abstraction, Civ 1 was awful visually to look at, the graphics were just god awful compared movies of the time, and yet it was one of the most deep and compelling experiences a game playing person could have.
Graphics only matter to a certain degree, they are merely a setting the tone and style of music for the game world, if the actual rules and game mechanics suck, that will bring down a good game.
Imagie god of war with horrible controls, controls and interfaces can make or break a game, even if you had the fanciest graphics - if game is broken in some fundamental regard the whole experience is for nothing, a simple thing like a bad control or interface can totally ruin a game, despite everything else.