I don't put multiplayer videogames in the same category as novels or movies. I put videogames in the same category as professional sports. Can you really call wanting to get the ball into the net/endzone immersion? Can you do it with a straight face?
* Absolutely can say it with straight face based on the subjective experience of playing several sports most of my life (& pretty good at 'em) plus enough objective evidence to fill a Jumbo Jet Airliner repair hanger... or in electronic form, gigs of HD space.
Also, you have to be a complete botanist to get "immersed" in chess. Read Kasparov's book and you will see a difference between being immersed and playing a game.
* "Botanist" ? Ridiculous. I grew-up playing competitive tournament chess. I've already read Kasparov..... and Emanuel Lasker and Alexander Alekhine and Bobby Fisher and José Raúl Capablanca (whom I most closely identify with in style and temperament of play) and all the scientific works of Mihaly Csikszentmihalyi published over the last several decades relevant to this subject and.... well, you get the drift.
* Hey, I have a very short Game Design Reading list for ya (many by pros in the industry) that completely renders your position something of a minority of one - you alone.
* Man, Play and Games
** by Roger Caillois
* Level Design for Games: Creating Compelling Game Experiences
** by Phil Co
* Ultimate Game Design: Building Game Worlds
** by Tom Meigs
* First Person: New Media as Story, Perfomance and Game
** Ed. by Noah Wardrip-Fruin & Pat Harrigan
* The Game Design Reader: A Rules of Play Anthology
** Ed. By Katie Salen & Eric Zimmerman
* Game Development Essentials: Gameplay Mechanics
** by Troy Dunniway & Jeannie Novak
* Designing Virtual Worlds
**Richard Bartle
* Game Design Workshop: Designing, Prototyping, and Playtesting Games
** by Tracy Fullerton
* Rules of Play: Game Design Fundamentals
** by Katie Salen & Eric Zimmerman
* Chris Crawford On Interactive Storytelling
** Chris Crawford
* Creating Emotion in Games
** by David Freeman
* Finite and Infinite Games
** by James P. Carse
* Cinematic Storytelling
** by Jennifer van Sijll
* Visual Storytelling: The Art and Technique
** by Tony C. Caputo, Harlan Ellison & Jim STERANKO
* Unit Operations
** by Ian Bogost
* Half-Real: Video Games Between Real Rules and Fictional Worlds
** by Jesper Juul
* Persuasive Games
** by Ian Bogost
* Twisty Little Passages
** by Nick Montfort
* Game Design Workshop: Designing, Prototyping, and Playtesting Games
** by Tracy Fullerton
* Gamer Theory
** by McKenzie Wark
* Rules of Play Game Design Reader / Anthology
** by Katie Salen & Eric Zimmerman
* Second Person: RP and Story in Games and Playable Media
** ed. by Pat Harington and Noah Wardrip-Fruin
* Character Development and Storytelling for Games
** by Lee Sheldon
* When (and if) you can even find some substantive objective evidence to support your position then we can engage beyond the unsubstantiated declarations of a rank tyro, which have zero traction I hardly regret to inform you.
* Good luck with your education.
- Regards, Rman
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
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