The Immersive Fallacy

According to the immersive fallacy, this reality is so complete that ideally the frame falls away so that the player truly believes that he or she is part of an imaginary world.

[...]

In the case of play, we know that metacommunication is always in operation. A teen kissing another teen in Spin the Bottle or a Gran Turismo player driving a virtual race car each understands that their play references other realities. But the very thing that makes their activity play is that they also know they are participating within a constructed reality, and are consciously taking on the artificial meanings of the magic circle. It is possible to say that the players of a game are "immersed"—immersed in meaning. To play a game is to take part in a complex interplay of meaning. But this kind of immersion is quite different from the sensory transport promised by the immersive fallacy.

Notes:

The false idea that a "suspension of disbelief" is needed to enjoy a work of art or game.

Folksonomies: media entertainment experience

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/family and parenting/parenting teens (0.603401)

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Simulated reality (0.903512): dbpedia_resource
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 Rules of Play: Game Design Fundamentals
Books, Brochures, and Chapters>Book:  Salen, Katie (2003925), Rules of Play: Game Design Fundamentals, Retrieved on 2018-07-27
Folksonomies: games game design gameplay