Immersion is the state of consciousness where an immersant's awareness of physical self is diminished or lost by being surrounded in an engrossing total environment; often artificial.[1] This state is frequently accompanied by spatial excess, intense focus, a distorted sense of time, and effortless action.[2] The term is widely used to describe immersive virtual reality, installation art and video games, but it is not clear if people are using the same word consistently. The term is also cited as a frequently-used buzzword, in which case its meaning is intentionally vague, but carries the connotation of being particularly engrossing.
The sensation of total immersion in virtual reality (VR) can be so described: "You lose your critical distance to the experience and get emotionally involved. It could be not only a game you are a part of, but any kind of experience. ... You feel as if it is very real but know it is not." Interactive computer art first became a compositional art medium when Myron Krueger made videoplace (1970). Visitors could enter a computer-generated graphic world, interact with other participants of both human and creature form. This full-body, telecommunication computer experience was the first of its kind. Krueger also coined the term artificial reality. [3]
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According to Ernest Adams, author and consulter on game design, immersion can be separated into three main categories:
Staffan Björk and Jussi Holopainen, in Patterns In Game Design, divide immersion into similar categories, but call them sensory-motoric immersion, cognitive immersion and emotional immersion, respectively. In addition, they add two new categories:
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