The Middle Ages in Modern Games: Conference Proceedings, Vol. 2 (2021)

Page 10

1: Immersion as an Intermedial Phenomenon in Medieval Literature and Modern Games Florian Nieser, @FlorianNieser, University of Heidelberg Introduction In this paper I want to present some thoughts on the topic of immersion. I will build my argument up to the concept at the end of this paper by presenting ways of understanding and interpreting immersion before presenting my observations on the interdependency of reception and construction of fictional worlds. These observations are shown in the diagram at the end. The ways of understanding and interpreting immersion as a literary and medial reception phenomenon are diverse. Within this piece I try to differentiate between the most important ones and to show basic lines of connections between them. To begin it must be stated, that no medium is made to be involuntarily immersive, but there are certain conditions that work to encourage Immersion. Although Immersion has become some kind of a vague concept involving ‘including’ or ‘absorbing’ the recipient, there are specific characteristics and conceptual lines. Aside from the more audiovisual character of digital games, with which their mode of presentation can depict supposedly 'lifelike' spaces, the sentence "I was completely immersed" is primarily linked to a literary experience in the English language (Curtis, 90) – where does this connection originate from? This is not a coincidence, although one might initially associate immersion with audiovisuality, but there is no need to seek the primacy of the immersion experience exclusively in audiovisuality: "Immersion in a pictorial space is possibly not a genuinely optical question at all" (Bleumer, S. 8). As far as I can tell, there are two main conceptions to categorize and analyse Immersion. There are the more passive types of interpretation and the considerations aimed at active participation of the recipient. In both cases, however, an underlying basic concept can be identified. Passive aspects of Immersion A more common conception of immersive phenomena seems to be that the recipient experiences Immersion as “perceptual superimposition” - it is about the “experience side” of a media-induced “(out-)controlled occupation of perception” (Lechertmann, 105). The text almost ‘captures’ the recipient and the immersive effect results from “the interplay of apparatus and disposition”. A performativity of the text that stimulates the imaginatio of the recipient and ‘draws’ him out of the role of viewer into the text seems to be central to this (Nemes, 43). Following these perspectives on immersion as a primarily experienced phenomenon, one ‘gets’ immersed by getting drawn into an artificial world, i.e. a state of self-forgetfulness and emotional involvement, when the distance between the recipient and the medium is reduced. The aesthetically staged and the real world surrounding the recipient are blurred. Apart from these research approaches there is also the thesis about Immersion as an active construction of fictional realities. Active aspects of Immersion Starting from a more ‘active’ approach on Immersion gets more complex. It is distinguished by very dense hybrid and ambivalent mode of reflection and perception. H. Bleumer speaks of the “active, self-observing immersion in imaginative worlds that are produced by the viewer as paradoxical aesthetic objects [...]” (Bleumer, 7). Based on the concept of Fascination as an emotion with a high cognitive component it can be stated that there is an alternation of attention between the 4


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46: Hearing the Middle Ages: Playing with and Contextualising Acoustical Heritage and Historical Soundscapes Research

6min
pages 81-83

42: Trying not to Fumble in Medieval Times: Role Playing Games as a Medium of Historiography, Authenticity, and Experiencing the Past

2min
page 76

41: What It Means To Be Swadian: Encoding Ethnic Identity in Medieval Games

2min
page 74

38: The Sovereign Code: The Eurocentric Mechanics of Nationhood in Strategy Games

1min
page 70

37: Erasing the Native Middle Ages: Greedfall and the Settler Colonial Imagination

2min
page 68

35: The Middle Age as Meme: Medieval Spaces Remixed and Reimagined

3min
pages 65-66

34: Fuck the Paladin and the Horse He Rode In On

2min
page 64

40: Problematising Representation: Elsinore and its Reimagination of Hamlet

2min
pages 72-73

33: What Comes After the Apocalypse? Theories of History in Horizon Zero Dawn

2min
page 62

31: The Middle Ages in Modern Board Games: Some Thoughts on an Underestimated Medium

5min
pages 59-61

28: Analysing and Developing Videogames for Experimental History: Kingdom Simulators and the Historians

2min
page 55

29: Age of Empires II as Gamic History: A Historical Problem Space Analysis

3min
page 56

26: Strange Sickness: Running a Crowdfunding Campaign for a Historical Research-Based Game

2min
page 53

25: Iconic Bastards and Bastardised Icons: Plebby Quest’s Neomedievalist Crusades

2min
pages 50-51

24: How to Survive a Plague of Flesh-Eating Rats: An Introductory Guide to Studying Remediated Gameplay Imaginations of Medieval Folklore and Beliefs in A Plague Tale: Innocence

2min
page 49

22: It's Medievalism Jim, but not as we know it: Super-Tropes and Bastard-Tropes in Medievalist Games

6min
pages 45-48

21: Watch your paths well! – On Medievalism, Digital Games and Chivalric Virtues

2min
page 43

20: “They're Rebelling Again?” Feudal Relations and Lawmaking as an Evolving Game Mechanic

2min
page 42

19: Feudal Law and MMOs: “I'm afraid he's AFK my liege”

2min
page 41

12: Dragons and their slayers: Skyrim in Comparison to Middle High German romances and Heroic Epics

3min
pages 30-31

14: What you Leave Behind – Tracing Actions in Digital Games about the Middle Ages

4min
pages 34-35

17: Visiting the Unvisitable: Using Architectural Models in Video Games to Enhance Sense-Oriented Learning

2min
page 38

16: Medieval Japanese Warfare and Building Construction in Total War: Shogun 2

2min
page 37

9: Unicorn Symbolism in The Witcher Storyworld

2min
pages 24-25

3: Where the Goddess Dwells: Faith and Interpretation in Fire Emblem

5min
pages 17-18

10: Dante in Limbo: Playing Hope and Fear

3min
pages 27-28

2: What to Expect from the Inquisition: Historical Myth-Unmaking in Dragon Age: Inquisition

3min
pages 15-16

1: Immersion as an Intermedial Phenomenon in Medieval Literature and Modern Games

7min
pages 10-13

6: “Everyone Knows Witches are Barren”: Images of Fertility, Witchcraft and Womanhood in Medievalist Video Games

2min
page 21

7: Cross Cultural Representation in Raji through Medieval Mythology and Architecture

2min
page 22

5: The Portrayal of the Third Crusade and Crusading Ideology in Dante’s Inferno

2min
page 19
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