Involvement

New entry in Digiplay games research bibliography:

This article proposes a conceptual model for understanding game involvement and immersion on a variety of experiential dimensions corresponding to six broad categories of game features. The article ends with a proposal to replace the metaphor of immersion with one of incorporation. This reconceptualization seeks to replace the unidirectional plunge of player into game space implied by the term immersion with one of simultaneous assimilation of the digital environment and presence to others within it.

New entry in Digiplay games research bibliography:

It has been speculated that computer game play by young people has negative correlates or consequences, although little evidence has emerged to support these fears. An alternative possibility is that game play may be associated with positive features of development, as the games reflect and contribute to participation in a challenging and stimulating voluntary leisure environment. This study examined the relationship between game play and several measures of adjustment or risk taking in a sample of 16-year-old high school students. No evidence was obtained of negative outcomes among game players. On several measures-including family closeness, activity involvement, positive school engagement, positive mental health, substance use, self-concept, friendship network, and disobedience to parents-game players scored more favorably than did peers who never played computer games. It is concluded that computer games can be a positive feature of a healthy adolescence.

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