前言:
人脑是会自己骗自己的,抓住游戏的本质特征,就能很简单的让玩家沉浸在虚拟世界中。
Session 8 – IMMERSION 沉浸/沉浸感
Readings
Murray, 'Immersion'
Csikszentmihalyi, Flow
Concepts/Keywords
· immersion 沉浸
· transitional objects 过渡对象 (第四面墙
· luminal space
· avatar 化身角色
· flow 漂浮感
· enjoyment 愉悦
Goals
· Convey the complex concept of immersion, and its multiple meanings
沉浸的复杂概念及其多重含义
· Explore the ways/conditions for immersion
探索沉浸的条件
· Understand that breaking immersion is OK
明白破坏沉浸是OK的
IMMERSION 沉浸/沉浸感
– Term: is recurrent in reviews, design vocabulary, it's more of a buzzword than a useful term
在评论、设计词汇中经常出现,与其说是一个有用的术语,不如说是一个流行词
- Active creates belief. (using objects and seeing them work as expected)
- Our brain automatically creates our own virtual reality.
- Participation with a mask (Avatar, mask as transition object, as the boundary)
- Collective participation with roles. (Other player, collective creation of belief)
- 活动创造幻想。(使用对象并看到它们按预期工作)
(1) 我们的大脑会自动创造我们自己的虚拟现实。
2. 面具参与(化身,面具作为过渡对象,作为边界)
3. 角色的集体参与(其他玩家,集体创造信仰)
Note that: interactors in a virtual world need specific mechanics for physical contact, mechanics that deepen the fantasy without disrupting the immersive trance.
请注意:虚拟世界中的互动者需要特定的物理接触机制,这种机制需要是在不破坏沉浸式恍惚状态的情况下加深互动者的幻想。
Q: What is immersion? 什么是沉浸/沉浸感?
Murray: being immersed in environment, like being in a swimming pool, result of encyclopedic or participatory properties of digital environments
沉浸在环境中,就像在游泳池中,是数字环境所具有的百科全书性和参与性特性的结果
Immersion as Flow – activity that we enjoy, that we're engaged in.
(Flow – another misused concept)
和“漂浮感”类似的沉浸 — 我们喜欢的、可以忘我的投入的活动
Q: Why are immersion and flow so important to games?
为什么沉浸感和漂浮感对游戏来说如此重要?
(MIND – some factors are not covered by flow, just by immersion)
(有些因素不能被“漂浮感”包括,只涵盖于沉浸感)
· Enjoyment and involvement 愉悦感和参与感
· Becoming somebody else 玩家可以成为别人
-Avatars / masks 扮演虚拟角色
· Focus/self-drive 专注/玩家自我主观推动的(游戏进程
· Continuity of activity, even if it’s a hard task
玩家连续的(游戏)活动,就算遇到困难
Immersion is also “threatening”
沉浸感也是“威胁”
· separation from Real Life, losing touch with reality → although self-centered/schizo personality can prevent flow
脱离现实生活,与现实脱节→ 尽管以自我为中心/精神分裂症的个性会阻碍“漂浮感”
· usually associated with a medium (Don Quixote, Comics, TV, Video Games)
一般与某种媒体形式相联系(漫画、电视、游戏)
· BUT not everyone is immersed in activities the same way; different people enjoy different things
但并不是每个人都以同样的方式沉浸在活动中;不同的人有不同的享受
/// Transitional objects 过度对象 ///
The thing that communicate the virtual reality and reality, it is both the gate and the boarder.
It can be the fourth wall. It is the threshold object that takes you in and leads you out of the experience. The boundary is needed for us to surrender to the enticements of the virtual environment.
过渡对象是沟通虚拟现实和现实的东西,既是进入虚拟世界的门,也是虚拟世界的边界。
它可以是第四面墙。它是将你带入,且引导你走出虚拟体验的门槛对象。我们需要一个边界来更好的、完全的屈服于虚拟环境的诱惑。(这个边界、物体可以让你安心沉醉,例如盗梦空间里的陀螺)
Breaking immersion doesn't need to be traumatic, the 4th wall is a construct
打破沉浸感的结果不一定是创伤性的,第四道墙本身是一个结构性的存在
Immersion are fragile and easily disrupted. It requires consistency and detail, and most of all a careful regulation of the boundary between the imaginary and the real.
沉浸感很脆弱,很容易被破坏。它需要一致性和细节,最重要的是对想象和现实之间的界限进行精细的调整。
Components of enjoyment 愉悦感的来源 / 构成
· doing something that can be completed
做一些可以被完成的事情
· focus and concentration
专注、集中注意力
· clean goals
清晰明确的目标
· immediate feedback
(结果对主体行为)迅速的反馈
· deep but effortless involvement (or at least it feels effortless), which separates activity from everyday life
深入但轻松的参与(或者至少感觉轻松),这种参与将活动与日常生活区分开来
· sense of control
感觉一切尽在掌握
· sense of self disappears (communal maybe) but stronger sense of self emerges after the activity 在活动中感到自我消失了,但在活动之后,更强烈的自我意识出现
· altered sense of time
对时间的感觉发生变化
Enjoyment & pleasure
Pleasure is a feeling of biological or social expectations have been meet. Pleasure does not bring happiness, does not produce psychological growth. Enjoyment is characterized by a sense of novelty of accomplishment. Pleasure can be felt without any effort, but enjoyment can not.
愉悦感 & 快乐
快乐是一种生理或社会期望得到满足的感觉。快乐不会带来幸福,也不会产生心理成长。
愉悦感的特点是一种新奇的成就感。不劳而获就能感受到快乐,但却不能感到愉悦。