Abstract
Immersion is a frequently used term. In this chapter, I mark its limits and its potential. In doing so, I will show the bidirectionality of immersion. This builds upon the concept of border. It is used in two significant ways: on the one hand, it shows the connection between player and game, and on the other hand, it represents their separation. Therein lies the concept of double bind. This is represented by an including exclusion. This is supported by recalling the player as a conscious being with intentions. In addition, the active player implies a context of communication. Communication is established as a more powerful superset of interaction. Applying principles of communication naturally leads to the social context. Finally, the myth of total immersion in games is revealed as a contradiction in itself.
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Härig, D. (2012). Inside and Outside the Game. In: Fromme, J., Unger, A. (eds) Computer Games and New Media Cultures. Springer, Dordrecht. https://doi.org/10.1007/978-94-007-2777-9_13
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