Abstract
Most games strive to achieve what is called, colloquially, immersion. This means that the game world — or virtual space — is so interesting and so detailed that the players forget that they are playing a game. Another word used to describe this phenomenon is mimesis. There are games that deliberately transgress against mimesis1, and games that do so inadvertently, but it is generally accepted that improving mimesis in a game makes it more fun to play (Giner-Sorolla, 1996).2
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
Editor information
Editors and Affiliations
Copyright information
© 2008 Peter Berger
About this chapter
Cite this chapter
Berger, P. (2008). There and Back Again: Reuse, Signifiers and Consistency in Created Game Spaces. In: Jahn-Sudmann, A., Stockmann, R. (eds) Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan, London. https://doi.org/10.1057/9780230583306_5
Download citation
DOI: https://doi.org/10.1057/9780230583306_5
Publisher Name: Palgrave Macmillan, London
Print ISBN: 978-1-349-36093-2
Online ISBN: 978-0-230-58330-6
eBook Packages: Palgrave Social & Cultural Studies CollectionSocial Sciences (R0)