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Neo-immersion: awareness and engagement in gameplay

Published: 03 November 2008 Publication History

Abstract

This paper provides a conceptual framework that explains how people's engagement with games is changing as a result of new types of interfaces, hardware, and games. Neo-immersive games move gaming out of the box and into the real world by creating engaging new interfaces and controllers, while at the same time creating games well suited to the casual user. It expands what it means to "play the game" or "be in the game." This subtle shift of perspective allows us to explain the success of recent game titles such as Guitar Hero and the Wii platform.

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    cover image ACM Other conferences
    Future Play '08: Proceedings of the 2008 Conference on Future Play: Research, Play, Share
    November 2008
    297 pages
    ISBN:9781605582184
    DOI:10.1145/1496984
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 03 November 2008

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    Author Tags

    1. awareness
    2. immersion
    3. video games

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    FuturePlay08: FuturePlay 2008 Academic Games Conference
    November 3 - 5, 2008
    Ontario, Toronto, Canada

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    • (2020)Enhancing Social Ties Through Manual Player Matchmaking in Online Multiplayer GamesHCI International 2020 – Late Breaking Papers: Cognition, Learning and Games10.1007/978-3-030-60128-7_52(708-729)Online publication date: 19-Jul-2020
    • (2020)The Relationship Between Cohesive Game Design and Player Immersion: A Case Study of Original Versus Reboot ThiefGame User Experience And Player-Centered Design10.1007/978-3-030-37643-7_15(349-359)Online publication date: 7-Apr-2020
    • (2019)Ned Beauman’s Glow, or the hallucinated cityGlow de Ned Beauman : la ville hallucinéePolysèmes10.4000/polysemes.6029Online publication date: 20-Dec-2019
    • (2018)Evaluating Affective User-Centered Design of Video Games Using Qualitative MethodsInternational Journal of Computer Games Technology10.1155/2018/37570832018Online publication date: 1-Jan-2018
    • (2018)Engagement in HCIACM Computing Surveys10.1145/323414951:5(1-39)Online publication date: 19-Nov-2018
    • (2014)Audience experience in social videogamingProceedings of the SIGCHI Conference on Human Factors in Computing Systems10.1145/2556288.2556965(3473-3482)Online publication date: 26-Apr-2014
    • (2013)Paraplay: Exploring Playfulness Around Physical Console GamingHuman-Computer Interaction – INTERACT 201310.1007/978-3-642-40477-1_47(682-699)Online publication date: 2013
    • (2013)Exploring the User Engagement in Interacting with Game InterfacesThird International Visual Informatics Conference on Advances in Visual Informatics - Volume 823710.1007/978-3-319-02958-0_22(231-240)Online publication date: 13-Nov-2013
    • (2010)Motion in augmented reality gamesInternational Journal of Computer Games Technology10.1155/2010/9792352010(1-11)Online publication date: 1-Jan-2010
    • (2010)Exergames for adult usersProceedings of the International Academic Conference on the Future of Game Design and Technology10.1145/1920778.1920815(235-238)Online publication date: 6-May-2010
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