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Technoculture and the Game: A Focus on Immersion and Murry

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A Focus on Immersion
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Page 1: Technoculture and the Game: A Focus on Immersion and Murry

A Focus on Immersion

Page 2: Technoculture and the Game: A Focus on Immersion and Murry

Technological Determinism

Termed coined by Thorstein Veblen in 1920s

Belief that technology is the agent of social change – “You can’t stop progress”

Linked to the idea of progress and became a common sense attitude during 19C

Technology defines its uses through its production

Page 3: Technoculture and the Game: A Focus on Immersion and Murry

Technological Determinism

The openness of new media

(Technoculture)

“The effects of a technology… are not determined by its production, its physical form or its capability. Rather than

being built into the technology, these depend on how they are consumed”

Mackay, H. (ed.) Consumption and Everyday Life: Culture, Media and Identities. (1997)

Page 4: Technoculture and the Game: A Focus on Immersion and Murry

“…any theoretical engagement with this thing called technoculture needs to be as dynamic as its object. Theory needs to be supple, not

monolithic.”

Murphy, A. Potts J. Culture and Technology (2003)

Page 5: Technoculture and the Game: A Focus on Immersion and Murry

Technology has now become so ubiquitous that it is said we now live in technology

“technology has been generalised to the point of abstraction: it suggests an overarching

system that we inhabit”

Murphy, A. Potts J. Culture and Technology (2003)

Page 6: Technoculture and the Game: A Focus on Immersion and Murry

“Video games are a window onto a new kind of intimacy with machines that is characteristic of the nascent computer culture. The special relationship that players form with video

games has elements that are common to interactions with other kinds of computers. The holding power of video

games, their most hypnotic fascination, is computer holding power”

Turkle, S. The Second Life: Computers & The Human Spirit (1984)

Page 7: Technoculture and the Game: A Focus on Immersion and Murry

“When you create a programmed world, you work in it, you experiment in it, you live in it. The computer’s chameleonlike quality, the fact that when you program it, it becomes your

creature, makes it an ideal medium for the construction of a wide variety of private worlds and through them, for self-

exploration…computers enter into development of personality, of identity, and even of sexuality”

Turkle, S. The Second Life: Computers & The Human Spirit (1984)

Page 8: Technoculture and the Game: A Focus on Immersion and Murry

Becoming Cyborg

“*Digital+ games offer a singular opportunity to think through what it means to be a cyborg”

“The perpetual feedback between a player’s choice, the computer’s almost-instantanious response, the player’s response to that response, and so on – is a cybernetic

loop, in which the line demarcating the end of the player’s consciousness and the beginning of the

computer’s worlds blurs.”

Friedman, T. (1999) Civilisation and its discontents: simulation, subjectivity, and space, http://www.duke.edu/~tlove/civ.htm

accessed - 09/11/08

Page 9: Technoculture and the Game: A Focus on Immersion and Murry

Hamlet on the Holodeck

Page 10: Technoculture and the Game: A Focus on Immersion and Murry

Murray, J.H. Hamlet on the Holodeck, New York: Free Press (1997)

3 areas of understanding

Agency Transformation Immersion

Page 11: Technoculture and the Game: A Focus on Immersion and Murry

Agency

“Agency is the satisfying power to take meaningful action and see the results of our

decisions and choices”

Murray, J.H. Hamlet on the Holodeck, New York: Free Press (1997)

Page 12: Technoculture and the Game: A Focus on Immersion and Murry

Transformation

“It *the computer+ makes us eager for masquerade, eager to pick up the joystick and

become a cowboy or space fighter”

Murray, J.H. Hamlet on the Holodeck, New York: Free Press (1997)

Transformation refers to the computers ability to create and simulate an environment to role play.

Page 13: Technoculture and the Game: A Focus on Immersion and Murry

Immersion

“The sensation of being surrounded by a completely other reality”

Murray, J.H. Hamlet on the Holodeck, New York: Free Press (1997)

Page 14: Technoculture and the Game: A Focus on Immersion and Murry

Immersion

“The experience of being transported to an elaborately simulated place is pleasurable in itself, regardless of the fantasy content. We

refer to this experience as immersion. Immersion is a metaphorical term derived

from the physical experience of being submerged in water.”

Murray, J.H. Hamlet on the Holodeck, New York: Free Press (1997)

Page 15: Technoculture and the Game: A Focus on Immersion and Murry

Immersion

“…in a participatory medium, immersion implies learning to swim, to do the things that the

new environment makes possible… the enjoyment of immersion as a participatory

activity”

Murray, J.H. Hamlet on the Holodeck, New York: Free Press (1997)

Page 16: Technoculture and the Game: A Focus on Immersion and Murry

Looking at the Terms

Agency

Transformation

Immersion

Interactivity

Identification

Suspension of disbelief

Can be thought of in terms of

Can be thought of in terms of

Can be thought of in terms of

Page 17: Technoculture and the Game: A Focus on Immersion and Murry

Looking at the Terms

Transformation (identification)

Agency (interactivity)

These terms are interlinked

AESTHETICS OF CONTROL

Page 18: Technoculture and the Game: A Focus on Immersion and Murry

“If we could someday make holographic adventures as compelling as Lucy Davenport, would the

power of such a vividly realized fantasy world destroy our grip on the actual world?”

Murray, J.H. Hamlet on the Holodeck, New York: Free Press (1997)

Page 19: Technoculture and the Game: A Focus on Immersion and Murry

“Will the increasingly alluring narratives spun out for us by the new digital technologies be as benign and responsible as a nineteenth-century novel or as dangerous and debilitating

as a hallucinogenic drug?”

Murray, J.H. Hamlet on the Holodeck, New York: Free Press (1997)

Page 20: Technoculture and the Game: A Focus on Immersion and Murry

“Do we believe that kissing a hologram (or engaging in cybersex) is an act of infidelity to a flash-and-

blood partner?”

Murray, J.H. Hamlet on the Holodeck, New York: Free Press (1997)

Virtually Jenna Ver 2.0, PC Download, 2008, http://www.virtuallyjenna.com/

Page 21: Technoculture and the Game: A Focus on Immersion and Murry

McMahan, A. The Video Game Theory Reader - Immersion, Engagement and Presence – a method for analyzing 3-D Video Games, New York: Routeldge

(2003)

3 other areas of understanding

Immersion Engagement Presence

Page 22: Technoculture and the Game: A Focus on Immersion and Murry

Immersion

“Hotshot digital cinematography doesn’t make a digital story immersive. What makes it

immersive is a world where no territory is off-limits, anything you see is fair game, and all

your actions have consequences”

Provenzo, E. Video Kids: Making Sense of Nintendo Cambridge,MA: Harvard University Press (1991)

Page 23: Technoculture and the Game: A Focus on Immersion and Murry

Immersion

“Immersion means the player is caught up in the world of the game’s story (the diegetic level),

but it also refers to the player’s love of the game and the strategy that goes into it (the

nondiegetic level)”

McMahan, A. The Video Game Theory Reader - Immersion, Engagement and Presence – a method for analyzing 3-D Video Games, New York: Routeldge

(2003)

Page 24: Technoculture and the Game: A Focus on Immersion and Murry

Immersion

“Three conditions create a sense of immersion in a virtual reality or 3-D computer game: (1) the user’s

expectations of the game or environment must match the environment’s conventions fairly closely; (2) the user’s actions must have a non-trivial impact on the environment; and (3) the conventions of the world must be consistent, even if they don’t match

those of ‘meatspace’.”

McMahan, A. The Video Game Theory Reader - Immersion, Engagement and Presence – a method for analyzing 3-D Video Games, New York: Routeldge

(2003)

Page 25: Technoculture and the Game: A Focus on Immersion and Murry

Engagement

“…narrative is not a key component of most games. Instead, many users appreciate games at a

nondiegetic level–at the level of gaining points, devising a winning (or at least a spectacular) strategy,

and showing off their prowess to other players during the game and afterward, during the replay.”

McMahan, A. The Video Game Theory Reader - Immersion, Engagement and Presence – a method for analyzing 3-D Video Games, New York: Routeldge

(2003)

Page 26: Technoculture and the Game: A Focus on Immersion and Murry

Presence

“we experience what is made of information as being material”

Ryan, M.L. Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media, Baltimore MD: The John Hopkins

University Press (2001)

Page 27: Technoculture and the Game: A Focus on Immersion and Murry

Presence/TelepresenceTelepresence is the communication mediated with

technology, giving a sense that you are present in another location

Paul Sermon – Telematic Dreaming 1992 Britney on her phone in her car


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