Published online by Cambridge University Press: 03 July 2025
Abstract: This book chapter explores the concept of immersion and its relationship with technology, narratives, and human cognition. Immersion has historically been associated with cognitive absorption in various narrative forms, but the emergence of virtual reality (VR) shifted its focus towards technological experiences. However, technology alone does not guarantee immersion, as individual experiences can vary. The chapter introduces a dual cognitive approach to immersion, differentiating between sensory and mental immersions, particularly through the manifestations of presence and narrative engagement. The chapter examines the nature, contributing factors, and potential effects of these immersive states, and explores their interaction in media such as video games. This cognitive framework aids in addressing issues in presence studies, immersive storytelling, VR research, and video game analysis.
Key words: immersion, presence, narrative engagement, cognition, perception, imagination
Introduction
Historically, researchers applied the concept of immersion to describe some sort of cognitive absorption or blending, which was long before virtual reality (VR) and contemporary media technologies appeared. They applied immersion to mental engagement with paintings, music, literature, movies, or other forms of narratives. However, the development of VR technologies changed the whole concept of immersion. In fact, in the 1990s, only VR technologies earned the label “immersive” while some vehicle simulators did not, even though today they would certainly qualify. Eventually, immersion became a more widespread term, but it still often refers to technology, or rather to the technological quality of simulation media such as VR.
At the same time, technology is not necessarily a definitive factor in immersive experiences, because qualities such as a bigger screen or a higher fidelity of representation “might make it easier for users to focus and to keep their attention on the representation, but this does not necessarily mean that users will feel more present in the environment portrayed.” In other words, technology can be designed to be immersive, but it does not guarantee the production of immersion. Different people might have unique experiences with the same technology, or even more than that, the same technology might both evoke and disrupt immersion.
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