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The Metapsychology of Immersion in Video Games

Par : Type de matériel : TexteTexteLangue : français Détails de publication : 2012. Sujet(s) : Ressources en ligne : Abrégé : The text draws from the distinction made by D. Arsenault and M. Picard between sensory, systemic and fictional immersion, to provide a metapsychological point of view of the phenomenon. Immersion can be caused by saturation of the senses, mastery of the game, or identification to the protagonist. Regression, denial and attractor object correspond to the different types of immersion. As regression, videogame immersion is a fantasy of uterine regression and corresponds to different stages of the construction of reality. As negation, it relies on the suspension of the judgment of existence and a prevailing operation of self-pleasure. As an attractor object, video game immersion organizes the psyche around an aesthetic object. The various types of video immersion are linked to the ways each one interiorizes the world and reflect symbolizations by the body, by images and by words.
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The text draws from the distinction made by D. Arsenault and M. Picard between sensory, systemic and fictional immersion, to provide a metapsychological point of view of the phenomenon. Immersion can be caused by saturation of the senses, mastery of the game, or identification to the protagonist. Regression, denial and attractor object correspond to the different types of immersion. As regression, videogame immersion is a fantasy of uterine regression and corresponds to different stages of the construction of reality. As negation, it relies on the suspension of the judgment of existence and a prevailing operation of self-pleasure. As an attractor object, video game immersion organizes the psyche around an aesthetic object. The various types of video immersion are linked to the ways each one interiorizes the world and reflect symbolizations by the body, by images and by words.

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