The article aims to deal with flow, immersion, and presence and their relation with storytelling and the exploration of space. In sections 2 and 3, we introduce the three concepts both from a psychological and from a neurocognitive approach. In section 4, we analyse a particular video game genre, the “walking simulator,” which focuses on immersion in a narrative and a space rather than in the mechanics of the game and which generates a profound user experience. In paragraph 5, we examine virtual reality artworks based on both storytelling and presence within a space, discussing their immersive nature. We hypothesise that the very concept of experience can be adopted as a key term to describe media engagement, since immersion is an essential requirement for an experience to take place. Finally, in section 6 we introduce and discuss the transformative character of experience, which is the mutual and co-constitutive cognitive becoming triggered by audiovisual media engagements.

Exploring Stories, Reading Environments: Flow, Immersion, and Presence as Processes of Becoming, 2021.

Exploring Stories, Reading Environments: Flow, Immersion, and Presence as Processes of Becoming

E. Modena;
2021-01-01

Abstract

The article aims to deal with flow, immersion, and presence and their relation with storytelling and the exploration of space. In sections 2 and 3, we introduce the three concepts both from a psychological and from a neurocognitive approach. In section 4, we analyse a particular video game genre, the “walking simulator,” which focuses on immersion in a narrative and a space rather than in the mechanics of the game and which generates a profound user experience. In paragraph 5, we examine virtual reality artworks based on both storytelling and presence within a space, discussing their immersive nature. We hypothesise that the very concept of experience can be adopted as a key term to describe media engagement, since immersion is an essential requirement for an experience to take place. Finally, in section 6 we introduce and discuss the transformative character of experience, which is the mutual and co-constitutive cognitive becoming triggered by audiovisual media engagements.
Inglese
2021
https://cinergie.unibo.it/article/view/12399/13003
Dipartimento delle Arti – DAR
19
69
82
Italy
internazionale
esperti anonimi
Online
Settore PEMM-01/B - Cinema, fotografia, radio, televisione e media digitali
   An-Iconology: History, Theory, and Practices of Environmental Images
   AN-ICON
   European Commission
   Horizon 2020 Framework Programme
   834033
2
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/10808/59584
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