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Eludamos: Journal for Computer Game Culture
Scholars broadly agree that immersion involves incorporation into the gameworld, emotional involvement, and perceived plausibility rather than strict realism.
First-person shooter immersion has been studied as a multifaceted and still-contested phenomenon, and the research discussed here frames it as a convergence of perceptual, attentional, and design factors. Drawing on VR presence theory, Calleja's Involvement Model, and Csíkszentmihályi's flow, the analysis notes that no single accepted definition exists, though scholars broadly agree that immersion involves incorporation into the gameworld, emotional involvement, and perceived plausibility rather than strict realism. The commercial stakes are substantial: Call of Duty: Modern Warfare 2 became the UK's top-selling computer game in 2009, with over £67 million in sales in its first week, underscoring why the question of what makes these experiences compelling matters to developers and researchers alike.
A central thread in this literature ties immersion to selective attention. Players become absorbed when they filter out their physical surroundings and direct attention toward the gameworld, with routinized, automated control actions freeing cognitive resources for gameplay. On this account, immersion may be best understood as a sustained state of selective attention sustained by self-motivated engagement and a sense of progression, rather than by task difficulty alone. Brown and Cairns' three-level model of engagement, engrossment, and total immersion helps describe how control becomes automatic and attention shifts progressively toward the virtual environment, though selective attention theory alone does not fully account for the phenomenon.
Total immersion, marked by dissociation from the real world, emerges as the rarest and most fleeting stage. Sustaining deeper immersion appears to depend on a sense of control, positive feedback, and an optimal difficulty level, a balance sometimes described as a "Goldilocks zone." Importantly, the research cautions that immersion should be reversible: remaining fully absorbed for extended periods may become distressing rather than pleasurable. The practical conclusions point designers toward intuitive, easily automated controls, challenge calibrated to player skill, and periodic reflective or social moments, rather than an aim of constant total immersion.
Eludamos: Journal for Computer Game Culture · 2026
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