Is engaging in games rational? Emotional immersion in fun, management and sport
PDF (Język Polski)

Keywords

impression management
quality management
fun
sport
physical culture
rational action
immersion

How to Cite

Jacko, J. F., & Jacko, M. . (2020). Is engaging in games rational? Emotional immersion in fun, management and sport. Homo Ludens, (1 (13), 13–31. https://doi.org/10.14746/HL.2020.13.1

Abstract

The study presents a phenomenological analysis of emotional immersion in fun, sport and management games. The analysis leads to some explanatory hypotheses, which answer the title question of the text. They come from some theories of rational action. According to them, two types of emotional immersion can take place: the one that meets the requirements of rationality and the one that does not meet them.

https://doi.org/10.14746/HL.2020.13.1
PDF (Język Polski)

References

Anderson, C. A., Dill, K. E. (2000). Video games and aggressive thoughts, feelings and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772–790.

Ballabio, M., Griffiths, M. D., Urbán, R., Quartiroli, A., Demetrovics, Z., Király, O. (2017). Do gaming motives mediate between psychiatric symptoms and problematic gaming? An empirical survey study. Addiction Research & Theory, 25(5), 397–408.

Baños, R., Botella, C., Alcañiz, M., Liaño, V., Guerrero, B., Rey, B. (2004).

Immersion and emotion: Their impact on the sense of presence. CyberPsychology & Behavior, 7(6), 734–741.

Bjarg, A. (2016). Why emotional involvement is key to immersion in VR. Online: <http://medium.com/cinematicvr/why-emotional-involvement-is-key-to-true-immersion-in-vr-8a6023db88d3>.

Blix, S. B. (2015). Professional emotion management as a rehearsal process. Professions and Professionalism, 5(2), 1–15.

Bocheński, J. M. (1987). Sto zabobonów. Krótki filozoficzny słownik zabobonów. Paryż: Instytut Literacki.

Bortolotti, L. (2010). Delusions and Other Irrational Beliefs. Oxford – New York: OUP Oxford.

Brown, E., Cairns, P. (2004) A grounded investigation of game immersion. W: CHI EA ’04: CHI ’04 Extended Abstracts on Human Factors in Computing Systems (s. 1297–1300). New York: ACM.

Bullough, E. (1912). „Psychical distance” as a factor in art and as an aesthetic principle. British Journal of Psychology, 5(1), 87–117.

Jacko, J. F. (2016). Czym jest gra? Uwagi o przedmiocie ludologii. Analiza fenomenologiczno-metodologiczna. Homo Ludens, 9(1), 65–83.

Jacko, J. F. (2018a). Moral conditions for methodologically rational decisions. Poznan Studies in the Philosophy of the Sciences and the Humanities, 111(1), 209–223.

Jacko, J. F. (2018b). The value experience of the emotional immersion in games. Homo Ludens, 11(1), 83–100.

Järvinen, A. (2003). The Elements of Simulation in Digital Games: System, Representation and Interface in „Grand Theft Auto: Vice City”. Dichtung-Digital, 5(4). Online: <http://www.dichtung-digital.de/2003/issue/4/jaervinen/index.htm>.

Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., Walton, A. (2008). Measuring and defining the experience of immersion in games. International Journal of Human-Computer Studies, 66(9), 641–661.

Juul, J. (2005). Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge: MIT Press.

Kant, I. (2007). Critique of Judgment (tłum. J. Bernard). New York: Cosimo.

King, A. (b.d.). The Aesthetic Attitude. Internet Encyclopedia of Philosophy. Online: <http://www.iep.utm.edu/aesth-at/#SH1a>.

Komulainen, J., Takatalo, J., Lehtonen, M., Göte, M. (2008). Psychologically structured approach to user experience in games. W: K. Tollmar, B. Jönsson (red.), Proceedings of the 5th Nordic Conference on Human-Computer Interaction, Lund, Sweden – October 18–22, 2007. New York: ACM Press.

Kreitman, N. (2006). The varieties of aesthetic disinterestedness. Contemporary Aesthetics, 4(1). Online: <http://www.contempaesthetics.org/newvolume/pages/article.php?articleID=390>.

Latham, G. P. (2012). Work Motivation: History, Theory, Research, and Practice. Los Angeles: SAGE.

Lindley, C. A., Nacke, L., Sennersten, C. C. (2008). Dissecting Play: Investigating the Cognitive and Emotional Motivations and Effects of Computer Gameplay. W: Proceedings of CGAMES 2008 – 13th International Conference on Computer Games: AI, Animation, Mobile, Educational and Serious Games. Wolverhampton: University of Wolverhampton.

Mandryk, R. L., Inkpen, K. M. (2004). Physiological indicators for the evaluation of co-located collaborative play. Proceedings of the 2004 ACM Conference on Computer Supported Cooperative Work: CSCW 2004, Chicago, Illinois, USA, November 6–10, 2004. New York: ACM. Online: <http://www.researchgate.net/publication/220879431_Physiological_indicators_for_the_evaluation_of_co-located_collaborative_play>.

Mathiak, K., Weber, R. (2006). Toward brain correlates of natural behavior: MRI during violent video games. Human Brain Mapping, 27(12), 948–956.

McCormick, M. (2001). Is it wrong to play violent video games? Ethics and Information Technology, 3(4), 277–287.

McDonald, W. (2017). Søren Kierkegaard. W: E. N. Zalta (red.), The Stanford Encyclopedia of Philosophy (Winter 2017). Stanford: Metaphysics Research Lab, Stanford University. Online: <http://plato.stanford.edu/archives/win2017/entries/kierkegaard>.

Nacke, L. E., Drachen, A., Kuikkaniemi, K., Niesenhaus, J., Korhonen, H. J., Hoogen, W. M., Kort, Y. (2009). Playability and player experience research. W: Breaking New Ground: Innovation in Games, Play, Practice and Theory Proceedings of DiGRA 2009 (s. 1–4). Online: <http://www.researchgate.net/publication/30498586_Playability_and_Player_Experience_Research_Pre-print>.

Nacke, L., Lindley, C. (2009). Affective Ludology, Flow and Immersion in a First-Person Shooter: Measurement of Player Experience. Loading..., 3(5). Online: <http://journals.sfu.ca/loading/index.php/loading/article/view/72>.

Ortony, A., Clore, L., Collins, A. (1990). The Cognitive Structure of Emotions. Cambridge: Cambridge University Press.

Pfeffer, J., Salancik, G. R. (1978). The External Control of Organization: A Resource Dependence Perspective. New York: Harper & Row.

Qin, H., Rau, P. L. P., Salvendy, G. (2009). Measuring player immersion in the computer game narrative. International Journal of Human-Computer Interaction, 25(2), 107–133.

Qin, H., Rau, P. L. P., Salvendy, G. (2010). Effects of different scenarios of game difficulty on player immersion. Interacting with Computers, 22(3), 230–239.

Ravaja, N., Turpeinen, M., Saari, T., Puttonen, S., Keltikangas-Järvinen, L. (2008). The psychophysiology of James Bond: Phasic emotional responses to violent video game events. Emotion, 8(1), 114–120.

Ravaja, N., Saari, T., Laarni, J., Kallinen, K., Salminen, M., Holopainen, J. (2005). The psychophysiology of video gaming: Phasic emotional responses to game events. W: S. de Castell, J. Jenson (red.), Changing Views: Worlds in Play: Selected Papers of the 2005 Digital Games Research Association’s Second International Conference, [June 16–20, 2005, Vancouver, British Columbia, Canada] (s. 1–13). Burnaby: Tampere.

Ravaja, N., Saari, T., Salminen, N., Laarni, J., Kallinen, K. (2009). Phasic Emotional Reactions to Video Game Events: A Psychophysiological Investigation. Media Psychology, 12(4), 343–367.

Roberts, G. C., Treasure, D. (red.). (2018). Advances in Motivation in Sport and Exercise. Champaign: Human Kinetics.

Schaufeli, W., Maslach, C., Marek, T. (red.). (1996). Professional Burnout: Recent Developments in Theory and Research. Philadelphia: Taylor & Francis.

Seah, M., Cairns, P. (2008). From immersion to addiction in videogames. W: D. England i in., People and Computers XXII – Culture, Creativity and Interaction: Proceedings of the 22nd British HCI Group Annual Conference on People and Computers, Liverpool John Moores University, U.K., 1–5 September 2008 (s. 55–63). Swinton [UK]: British Computer Society.

Shelley, J. (2013). The Concept of the Aesthetic. W: E. N. Zalta (red.), The Stanford Encyclopedia of Philosophy (Fall 2013). Stanford: Metaphysics Research Lab, Stanford University. Online: <http://plato.stanford.edu/archives/fall2013/entries/aesthetic-concept>.

Stolnitz, J. (1961). On the Origins of „Aesthetic Disinterestedness”. The Journal of Aesthetics and Art Criticism, 20(2), 131–143.

Sweetser, P., Wyeth, P. (2005). Game flow: a model for evaluating player enjoyment in games. Computers in Entertainment (CIE), 3(3), 3.

Takatalo, J., Häkkinen, J., Kaistinen, J., Nyman, G. (2010). Presence, involvement, and flow in digital games. W: R. Bernhaupt (red.), Evaluating User Experience in Games (s. 23–46). London: Springer.

Taylor, T. L. (2003) Power gamers just want to have fun?: Instrumental play in a MMOG. W: M. Copier, J. Raessens (red.), Level Up: Digital Games Research Conference, 4–6 November 2003, Utrecht University (s. 300–311). Utrecht: Utrecht University.

Van Gordon, W., Shonin, E., Diouri, S., Garcia-Campayo, J., Kotera, Y., Griffiths, M. D. (2018). Ontological addiction theory: Attachment to me, mine, and I. Journal of Behavioral Addictions, 7(4), 892–896.

Weber, M. (1985). Gesammelte Aufsätze zur Wissenschaftslehre. Tübingen: Mohr Siebeck.

Zimmerman, M. J. (2001). The Nature of Intrinsic Value. Lanham: Rowman & Littlefield.

Zimmerman, M. J. (2015). Intrinsic vs. Extrinsic Value. W: E. N. Zalta (red.), The Stanford Encyclopedia of Philosophy (Spring 2015). Stanford: Metaphysics Research Lab, Stanford University. Online: <http://plato.stanford.edu/archives/spr2015/entries/value-intrinsic-extrinsic>.

Zhang, C., Perkis, A., Arndt, S. (2017). Spatial Immersion versus Emotional Immersion, which is More Immersive? Presented at the Conference: 9th International Conference on Quality of Multimedia Experience, Erfurt. Online: <http://www.researchgate.net/publication/317357598_Spatial_Immersion_versus_Emotional_Immersion_Which_is_More_Immersive>.