[go: up one dir, main page]

Skip to main content

Ludic Engagement and Immersion as a Generic Paradigm for Human-Computer Interaction Design

  • Conference paper
Entertainment Computing – ICEC 2004 (ICEC 2004)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 3166))

Included in the following conference series:

Abstract

Ludic systems are interactive media productions typically generalised under the heading of computer games, but actually integrating elements of game play, simulation or modeling, and narrative. The success of ludic systems lies in their highly effective modes of player engagement and immersion. Game play, simulation and narrative have their own respective forms of engagement and immersion that have often been overlooked in the development of models for human-computer interaction. As game systems become more ubiquitous, technical platforms will evolve to support more game-like interaction in general. This will facilitate the development of many applications having ludic engagement and immersion modes that dissolve some of the distinctions between work and play, providing the potential for alleviating tedium in many computer-based work tasks.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

Similar content being viewed by others

References

  1. Aarseth, E.J.: Cybertext: Perspectives on Ergodic Literature. The Johns Hopkins University Press, Baltimore (1997)

    Google Scholar 

  2. Csikszentmihalyi, M.: Flow: The Psychology of Optimal Experience, Perennial; Reproduction edition, March 13 (1991)

    Google Scholar 

  3. Dancyger, K., Rush, J.: Alternative Scriptwriting, 2nd edn. Focal Press (1995)

    Google Scholar 

  4. Douglas, J.Y., Hargadon, A.: The pleasures of immersion and engagement: schemas, scripts and the fifth business. Digital Creativity 12(3), 153–166 (2001)

    Article  Google Scholar 

  5. Eladhari, M.: Objektorienterat berättande i berättelsedrivna datorspel (Object Oriented Story Construction in Story Driven Computer Games), Masters Thesis, University of Stockholm (2002), http://zerogame.interactiveinstitute.se/papers.htm

  6. Juul, J.: The Game, The Player, The World: Looking for a Heart of Gameness. In: Copier, M., Raessens, J. (eds.) Proceedings, Level Up Digital Games Research Conference, Utrecht, November 4–6, pp. 30–45 (2003)

    Google Scholar 

  7. Klabbers, J.H.G.: The Gaming Landscape: A Taxonomy for Classifying Games and Simulations. In: Copier, M., Raessens, J. (eds.) Proceedings, Level Up Digital Games Research Conference, Utrecht, November 4–6, pp. 54–67 (2003)

    Google Scholar 

  8. Lindley, C.A.: Game Taxonomies: A High Level Framework for Game Analysis and Design, Gamasutra feature article, October 3 (2003), http://www.gamasutra.com/features/20031003/lindley_01.shtml

  9. Turkle, S.: The Second Self: Computers and the Human Spirit, Simon and Schuster, New York (1984)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2004 IFIP International Federation for Information Processing

About this paper

Cite this paper

Lindley, C.A. (2004). Ludic Engagement and Immersion as a Generic Paradigm for Human-Computer Interaction Design. In: Rauterberg, M. (eds) Entertainment Computing – ICEC 2004. ICEC 2004. Lecture Notes in Computer Science, vol 3166. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-28643-1_1

Download citation

  • DOI: https://doi.org/10.1007/978-3-540-28643-1_1

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-22947-6

  • Online ISBN: 978-3-540-28643-1

  • eBook Packages: Springer Book Archive

Publish with us

Policies and ethics