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Calleja argues that immersion should be replaced by a more precise framework for analyzing digital game involvement.
Calleja's "Revising Immersion" argues that the vague, binary metaphor of immersion should be replaced by a more precise framework for analyzing how players engage with digital games. Building on a Digital Game Involvement Model, the paper distinguishes macro-level motivational phases from micro-level momentary engagement, and it locates the analytical focus in the micro phase, particularly the tactical, performative, and affective frames. Its central thesis is that "incorporation" better describes the subjective experience of inhabiting a virtual environment, acting meaningfully within it, and remaining present to others, than immersion does.
The model's substance rests on five frames of involvement: tactical, narrative, shared, performative, and spatial. A key contribution is the distinction between designed narrative and personal narrative. The paper finds that in massively multiplayer online games, most players largely disregard the designed storyline, instead constructing personal narratives through play and collaboration. The author also rebuts Newman's ergodicity-based critique by arguing that non-trivial effort includes the readiness to act during apparently passive periods, such as a sniper's wait or a strategist's planning.
Evidence for these claims comes from participant interviews and accounts, most vividly Rheric's sunset episode in Guild Wars and Baal's description of the game world fading from awareness. The paper also cites World of Warcraft's roughly 8 million paying subscribers as an indicator of the medium's scale, though quantitative findings are limited. The argument is developed primarily through qualitative reasoning rather than systematic measurement.
The paper's scope centers on digital games, with particular attention to massively multiplayer online games and 3D virtual environments, which the author argues facilitate spatial internalization more readily than other formats. Its conclusion is that incorporation advances understanding of player–virtual environment relationships by distinguishing spatial habitation from flow, which describes activity rather than the experience of dwelling within a game world.