Defining and Measuring Player Immersion


In the video game industry, the word “immersion” is constantly tossed around when describing how “realistic”, or “engaging” a game is. It’s easy to tell when you become “immersed” in a video game, as “the hours fly by” and suddenly your decision to “only play an hour” can quickly turn into several hours. Despite players “knowing” when they are immersed in a game, there is little clarity on exactly how players become immersed in a video game. In this article, I will be presenting a condensed version of my master’s thesis literature review where I explored this topic and developed a set of 8 characteristics in games that lead to player immersion. If you would like to view the full master's thesis version, click here

What is Immersion?
            There are numerous terms and concepts related to immersion like flow, spatial presence, cognitive absorption, cognitive engagement just to name a few. However, for the sake of brevity, I will not be describing what each of these are in detail as they are so interrelated that these concepts can all be simultaneously experienced while playing a video game.

The best definition (in my opinion) for immersion comes from Janet Murray in her book Hamlet on the Holodeck, where she states that it is “the sensation of being surrounded by a completely other reality […] that takes over all our attention” (Murray, 2007, p. 98). So now that we know what it is, how does this sensation of being completely surrounded by another reality come about?

Researchers Rollings and Adams (2003) state it is partly in due to “suspending one’s disbelief”, or believing (consciously or subconsciously) that a world is reality and not fictional. Researchers Sweetser and Wyeth (2005) state it occurs through experiencing “GameFlow”, in which a player becomes totally engaged in the environment as a result of being rewarded (intrinsically and extrinsically) for completing “sufficiently difficult” and “interesting” tasks suited to their skill level.

Wirth, et al. (2007) believe it comes about through the Spatial Situation Model (SSM), in which players’ Primary Ego Reference Frame, or where the player perceives their actual “body” to be, changes from the real world to the game world via becoming increasingly engaged from stimuli, and becoming “interested” in the game through involuntary and controlled attention allocation, respectively.

While these researchers provide different explanations for why or how someone becomes completely engaged in a game, I believe they are all measuring the overall construct of immersion.

Why should we care about making games immersive?
While some may think that making games immersive is only relevant for big open world RPGs or horror games, it is however relevant and important for every game to be as immersive as possible. Various studies have concluded that players who played games that elicited higher feelings of immersion, presence, and flow (to name a few) led to higher levels of desired emotional responses, enjoyment, engagement, and satisfaction while playing that game.

Ensuring that players enjoy your game should be obvious enough for any developer as enjoyment leads to more people playing your game, longer player engagement, and therefore higher sales numbers.While I will not go into the specifics of these aforementioned studies in this article, the characteristics which I will now identify are the kinds of immersive features in games that led to higher engagement, and satisfaction in players.

Characteristics that lead to Player Immersion

Comprehension
The extent to which players understand what they are doing, how they can do it, if they can do it, and why they are performing actions to accomplish goals and ultimately progress through the game.

The first, and perhaps the most important aspect for enabling player immersion in games is Comprehension, or ensuring that players have a clear understanding of the game’s goals, how to achieve these goals, and providing feedback on their progress towards these goals. Without this, players can become confused, and ultimately discouraged from playing the game any further. While this may be an obvious characteristic for games to include, it can often be overlooked. The inclusion of “nudges” telling players where to go or what to do after periods of “inactivity”, wayfinding techniques, and providing feedback on a player’s progress via text and audio dialog can all be useful in increasing goal clarity, reducing any possible frustration that could be experienced by the player.

Intuitive Controls and Systems
The extent to which players have a sense of control over their actions in-game. Are the mechanics, systems and physical controls intuitive and naturally mapped?

Similar to Comprehension in its “obviousness”, providing players with a good sense of control over their character is imperative to ensuring a player can become immersed in a game. If a player wants to jump off of a ladder but instead continues climbing up the ladder, this will obviously lead to frustration. Ensuring that the game’s controls tap into players’ pre-existing notions of how they should interact with a game due to previous gameplay in similar titles can go a long way in increasing a player’s sense of control.

Additionally, the more that controls are “naturally mapped”, or intuitively simulate realistic interaction with the game via player input, the greater sense of control players will experience while playing (Steuer, 1992). A good example naturally mapped controls is how players “swing” the Wii mote when playing Wii Sports – Tennis, or “pulling” back on the analog stick to reel in a fish when playing Ocarina of Time.

Figure 1 Resident Evil: Revelations 2 uses motion tracking with the Joycon to aim your weapon in-game. 

Engaging and Rewarding Gameplay
The extent to which a game motivates, challenges, and provides feedback to players. Is the game fun and rewarding to play? Do players find the game interesting?

Video games that reward, motivate, and challenge, can have significant effects on a player’s level of immersion. Traditionally, we like to think of rewards as something players earn for completing tasks but research shows that intrinsic rewards, or rewards that are self-gratifying, are a much better method of motivating players in a game (Deci & Ryan, 1991). Providing players with the opportunity to “show their skill” through competitive play and challenges, as well as the opportunity to take ownership over their play through branching storylines or group play can aid in enhancing player immersion as well.

Many games include “progress trackers” like quest completion, experience level bars, and “Battle Passes”, enabling players to easily track their progress towards whatever predetermined goal the game has set for them, or goal they have set for themselves. “Battle Passes” are especially good at motivating players as they provide various quests or challenges that can be completed for exclusive rewards like cosmetic items for their characters and items, adding an additional motivational force behind their reasoning to play the game.


Figure 2. The Fortnite Battle Royale premium battle pass showing rewards that have been unlocked so far, as well as upcoming rewards. 

As was stated previously, the SSM states that individuals become motivated to direct their attention to a medium because they find that experience interesting and enjoyable in and of itself. So, creating an interesting narrative, plot, or story can keep players immersed and engaged in gameplay during duller moments.


Emotional Engagement
The extent to which a game’s narrative or music causes a player to empathize with the game world and/or characters, and/or causes an emotional reaction in the player.

Creating an interesting, and emotionally engaging narrative and world is as daunting and complicated as understanding “What makes a game immersive”, and as such I will not be going into detail about this topic as that is better suited for a different article from a different author.

What I will state though is that the usage of various plot devices and features such as: dramatic cut scenes, branching storylines with player choice, the utilization of the “Hero’s Journey”, and plot-based or character-based narratives can be used to form a strong, and interesting narrative. All of which have been shown to enhance immersion, player empathy towards characters, and increased overall enjoyment when playing a game (Brown & Cairns, 2004; Schneider, Lang, Shin, Bradley, 2004).

Figure 3. An image of the The Dragon Age Keep, showing players all their choices they've made in the game so far, allowing them to take ownership over the story.

For games that don’t have a “narrative”, Jesse Schell mentions the use of what he calls a “Story Machine”, in which a game is able to generate a story from a sequence of events that was not intentionally created by the designer or developer. This allows players of games like Europa Universalis IV or The Sims to create their own “stories” as they play through gameplay allowing them to “connect” with the game like a player does with a character in a story-driven game.

Just like in film, music or lack thereof, in video games can cause a variety of physiological and psychological changes in listeners and therefore alter emotional states in individuals, especially as they relate to specific events and characters in media (Scherer & Zentner, 2001; Scherer, 2004). Ensuring that games, especially story driven ones, have good backing tracks that sync with gameplay can play a significant role in heightening a player’s sense of immersion.

Multiple Channels of Sensory Information
Including stimuli that allow for multiple senses to be activated allows for those senses to work together and give a player a better formed SSM, and therefore a heightened level of immersion.

Creating “rich” environments through numerous spatial cues and design choices is another way to increase player immersion. Madigan (2010) identifies the notion of Multiple channels of sensory information as an integral component of “environmental richness” He describes this as the utilization of multiple senses in a game allowing for those senses to work together and give the player a heightened sense of immersion. For example, seeing, hearing, and feeling (through the rumble feature in controllers) a plane crash in a video game allows for players to feel more immersed when all three of these senses are being triggered, compared to only one or two of these senses being triggered.

Cognitively Demanding Environments
 The extent to which a game occupies a player’s mental resources. Do players have to focus their attention on the game to be successful?

Madigan (2010) also identifies Cognitively Demanding Environments, those that completely occupy a player’s mental resources, as another characteristic related to creating a “rich” environment. As stated previously, if a player finds the game enjoyable, the player is more likely to involuntarily direct their attention towards that environment and therefore create a “richer” SSM (Wirth et al., 2007).

This importance of attention allocation is exemplified in the Dark Souls franchise as the player must constantly pay attention, lest they fall off of a cliff, get ambushed by a hidden skeleton warrior, or be crushed by a falling boulder. While not every game needs to be as punishing as Dark Souls is, designing games in which the player is rewarded for paying attention to the environment and remembering where traps and enemies are can cause players to feel more immersed in the environment, and distract them from any game related issues (like bugs) that could remind them that they are playing a game (Madigan, 2010).
Image result for ornstein and smough
Figure 4. The infamous boss duo from Dark Souls, Ornstein and Smough known for being one of the most challenging encounters in the game. 

Believability of Objects and Environment in the Game World
The extent to which the environment, characters, objects, and other creatures in the game world look, behave, interact, and are placed in ways that are consistent with the player’s conceptions of the real world and/or with the rules that the game has defined as true. This can be broken up into Physics, Graphical Fidelity, Audio Effects, and Atmosphere.

Creating consistency between objects in a game environment with players’ mental models for how things work in the real world can also increase a player’s sense of immersion. Madigan identifies the notion of Believable behavior from things in the game world and Interactivity with items in the game world as ways games can achieve this.

Believable behavior from things in the game world is described as the extent to which “characters, objects, and other creatures in the game world behave like you’d expect them to”. A good example of a game that gets this completely wrong is when unlocking new Sea Shanties for your pirate crew to sing in Assassin’s Creed: Black Flag. In order to unlock new songs, you as the player must find and chase down glowing, flying pieces of paper, usually located on a rooftop, or other obscure locations. This begs the question to the player, “Why is this piece of paper glowing and flying around?” making the player have to accept this abstraction and realize that they are playing a game.

Figure 5. An image of the flying "Sea Shanty" you can collect in Assassin's Creed: Black Flag. 

Interactivity with items in the game world can be described as giving a player feedback for their actions as well as providing consistency with the game environment related to what they expect a person would be able to do in real-life. Using tools, talking to NPCs, picking up or moving objects and seeing other in-game characters interact with the environment in realistic ways can lead to a higher sense of immersion.

However, creating video game environments that include believable objects, characters, and creatures is not all that is necessary to create a believable environment. Game worlds that do not abide by the physical and natural laws of the universe increase the potential for players to be taken aback by the implausibility of the environment (unless they are specifically stated to the player). Creating a realistic and believable environment can be broken up into four separate areas: Realistic Physics, High Graphical Fidelity, Realistic Audio Effects, and Compelling Atmosphere.

Character Perspective Interfaces

The more a game keeps spatial cues consistent, and simulates the perspective and perceptions of the player’s avatar, the more likely they will achieve higher levels of immersion.

First-person perspective games are often hailed as being “the most immersive” kind of game as it puts players directly in the perspective of the character that they are playing as. However, HUD elements like health indicators, tutorial messages, and pop-up notifications remind players that they are playing a video game, and can reduce player immersion (Madigan, 2010; Wilson, 2006). However, through the usage of diegetic interfaces and meta representations designers can reduce the number of HUD elements on screen and enhance immersion during gameplay. For example, in Dead Space, opening your inventory displays a holographic menu system in front of your character, keeping the game world presented to the player without “pausing” gameplay to go to a new screen.

Figure 6. The inventory menu in Dead Space, allowing the player to still see their character and the game world around them despite "being inside the menu".
Additionally, meta perceptions, or elements which link the player to the sense of his/her game avatar, like “blood splatter on the screen” and the reddening of the edges of the screen can also aid in enhancing player immersion. (Fagerholt & Lorentzon, 2009).

Madigan also notes that an unbroken presentation of the game world can also aid in providing players with a heightened sense of immersion. This characteristic is described as having consistent spatial cues in the game world that do not disappear during gameplay. Things like loading screens, opening menus, and entering tutorial instances which cause the game world to disappear, wholly or partially, take the player out of the overall experience and can reduce their sense of immersion. While this is not always in the scope of possibility, some games cleverly circumvent loading times through “loading sequences” such as taking the elevator in Mass Effect.


Testing the 8 Characteristics
Having identified the 8 characteristics in games that lead to higher player immersion, I proceeded to create a questionnaire aimed at testing whether or not these aspects actually do lead to higher levels of immersion. After conducting the research, it was found that the most important aspects to increasing a player’s sense of immersion were whether or not they found the game “interesting”, “fun”, “visually engaging” and felt that they had a “a sense of control” over the actions in the game. This however doesn’t mean that adding in aspects like “diegetic interfaces” or “believable environments” in games don’t have any impact over a player’s sense of immersion, rather that these features come secondary.

Hopefully this article was able to shed some light on immersion in video games, and how you too can create more immersive games. If you like to read a more in-depth analysis of each of the characteristics and how these aid immersion (with more sources!), as well as the results and discussion of the questionnaire that was created, please follow the link below to my master’s thesis.

Master's Thesis Link


References


Brown, E., & Cairns, P. (2004). A grounded investigation of game immersion. Extended abstracts of the 2004 conference on Human factors and computing systems - CHI 04. doi:10.1145/985921.986048
Deci, E. L., & Ryan, R. M. (1991). A motivational approach to self: Integration in personality. In R. Dienstbier (Ed.), Nebraska Symposium on Motivation: Vol. 38. Perspectives on motivation (pp. 237-288). Lincoln: University of Nebraska Press.

Fagerholt, E. & Lorentzon M., (2009). Beyond the HUD User Interfaces for Increased Player Immersion in FPS Games. Chalmers University of Technology, Göteborg, Sweden.

Murray, J. (2007).  Hamlet on the holodeck: The future of narrative in cyberspace (Cambridge, MA: The MIT Press, 98–99.

Schell, J. (2015). The art of game design: a book of lenses. Boca Raton, Fla.: CRC Press.
Scherer, K. R. (2004). Which Emotions Can be Induced by Music? What Are the Underlying Mechanisms? And How Can We Measure Them? Journal of New Music Research, 33(3), 239-251. doi:10.1080/0929821042000317822
Scherer, K. N., & Zentner, M. A. (2001). Emotional effects of music: Production rules. In Juslin, P. N. & Sloboda, J.A. (ed.) Music and emotion: theory and research. Oxford; New York: Oxford University Press.
Schneider, E. F., Lang, A., Shin, M., & Bradley, S. D. (2004). Death with a story: How story impacts emotional, motivational, and physiological responses to first-person shooter games. Human Communication Research, 30, 361–375.
Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42(4), 73-93.
Sweetser, P., & Wyeth, P. (2005). GameFlow: A Model for Evaluating Player Enjoyment in Games. Computers in Entertainment, 3(3), 24. doi:10.1145/1077246.1077253
Wirth, W., Hartmann, T., Böcking, S., Vorderer, P., Klimmt, C., Schramm, H., . . . Jäncke, P. (2007). A Process Model of the Formation of Spatial Presence Experiences. Media Psychology, 9(3), 493-525. doi:10.1080/15213260701283079

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