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 / E. Modena, F. Parisi. - In: CINERGIE. - ISSN 2280-9481. - 19:(2021), pp. 69-82. [10.6092/issn.2280-9481/12399]

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

E. Modena
Primo
;
2021

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.
Flow; Immersion; Presence; Cognitive becoming; Video games; Walking simulators
Settore L-ART/06 - Cinema, Fotografia e Televisione
Settore L-ART/03 - Storia dell'Arte Contemporanea
Settore L-ART/04 - Museologia e Critica Artistica e del Restauro
   Dipartimenti di Eccellenza 2018-2022 - Dipartimento di FILOSOFIA
   MINISTERO DELL'ISTRUZIONE E DEL MERITO
2021
https://cinergie.unibo.it/article/view/12399/13003
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2434/891708
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