Immersion Revisited: A Review of Existing Definitions of Immersion and Their Relation to Different Theories of Presence
Nilsson, N. C., Nordahl, R. & Serafin, S. (2016). Immersion Revisited: A Review of Existing Definitions of Immersion and Their Relation to Different Theories of Presence. Human Technology, 12 (2), 108-134. doi:10.17011/ht/urn.201611174652
Date
2016Copyright
© the Authors & the Agora Center, University of Jyväskylä, 2016. This is an open access article distributed under a Creative Commons Attribution-NonCommercial 4.0 International License.
The term immersion continues to be applied inconsistently within and across different fields of research connected with the study of virtual reality and interactive media. Moreover, immersion is oftentimes used interchangeably with the terms presence and engagement. This article details a review of existing definitions of immersion originating within the study of video games, virtual environments, and literary works of fiction. Based on this review, a three-dimensional taxonomy of the various conceptualizations of immersion is proposed. That is, the existing definitions of immersion may be broadly divided into three categories, each representing a dimension of the taxonomy: immersion as a property of a system, a subjective response to narrative contents, or a subjective response to challenges within the virtual environment. Finally, four distinct theories of presence are introduced and, based on the established taxonomy, we discuss how the individual theories relate to existing definitions of immersion.
...
Publisher
University of Jyväskylä, Agora CenterISSN Search the Publication Forum
1795-6889Metadata
Show full item recordCollections
- Human technology [245]
License
Related items
Showing items with similar title or keywords.
-
The case of literacy motivation : Playful 3D immersive learning environments and problem-focused education for blended digital storytelling
Mystakidis, Stylianos; Berki, Eleni (IGI Global, 2018)The University of Patras' Library Services designed and offered to primary and secondary schools the pilot educational program “From the Ancient to the Modern Tablets”, featuring immersive multimedia learning experiences ... -
More than skin-deep : The influence of presence dimensions on purchase intentions in augmented reality shopping
Lavoye, Virginie; Tarkiainen, Anssi; Sipilä, Jenni; Mero, Joel (Elsevier, 2023)Virtual try-on applications use augmented reality to virtually display products on consumers’ faces or bodies. That is, they simulate a believable try-on experience by means of psychological presence, whereby the virtual ... -
Immersive Virtual Reality in Experiential Learning : A Value Co-creation and Co-destruction Approach
Tonteri, Tomi; Holopainen, Jani; Lumivalo, Juuli; Tuunanen, Tuure; Parvinen, Petri; Laukkanen, Tommi (University of Hawai'i at Manoa, 2023)Immersive Virtual Reality (later VR) has its potential in enabling learning experiences. Several studies adopt experiential learning as a key concept to understand the outcomes of VR. This study consists of two parts – the ... -
Immersive Virtual Reality Education Application : Four Development Iterations along Design Science Research Methodology
Holopainen, Jani; Lähtevänoja, Antti; Tuunanen, Tuure (University of Hawaii at Manoa, 2022)This study introduces a research and development process of an immersive Virtual Reality (VR) education application. Altogether four application development iterations are showcased along the Design Science Research ... -
The Use of Virtual Reality as a Potential Restorative Environment in School During Recess
Lähtevänoja, Antti; Holopainen, Jani; Mattila, Osmo; Parvinen, Petri (Springer, 2020)Previous research has found out that simulated, Virtual Reality (VR)-based forests can bring equal or even higher restorative effects than real forests. In this study, a Virtual Reality (VR)-based forest was created in ...