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Digital Creativity 1462-6268/01/1203-0153$16.

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2001, Vol. 12, No. 3, pp. 153–166 © Swets & Zeitlinger

The pleasures of immersion


and engagement: schemas,
scripts and the fifth business
J. Yellowlees Douglas and Andrew Hargadon
University of Florida, USA
jdouglas@nwe.ufl.edu

Abstract It must be granted that there is some value in


mystification, labyrinth, or surprise in the
Presently, designers of interactive narratives and environment… This is so, however, only under
video games have only a slender understanding of two conditions. First, there must be no danger of
the aesthetic experiences their audiences and us- losing basic form or orientation, of never coming
ers seek. Using schema theory, this study articu- out. The surprise must occur in an overall
lates the two varieties of aesthetic pleasures that framework; the confusions must be small regions
users of interactive works enjoy: immersion and in a visible whole. Furthermore, the labyrinth or
engagement. It uses schema theory to define the mystery must in itself have some form that can
characteristics of immersion and engagement in be explored and in time apprehended. Complete
both conventional and new media. After examining chaos without hint of connection is never
how readers’ experiences of these two different pleasurable.
aesthetics may be enhanced or diminished by in- (Lynch 1960)
terface design, options for navigation, and other
features, the essay concludes by looking beyond Those roles which, being neither those of Hero
immersion and engagement to ‘flow’, a state in which nor Heroine, Confidante nor Villain, but which
readers are both immersed and engaged. were nonetheless essential to bring about the
recognition or the dénouement, were called the
Keywords: aesthetics, affective experience, game Fifth Business in drama and opera companies
design, interactive narratives and games, schema organised according to the old style; the player
theory who acted these parts was often referred to as
Fifth Business.
(Davies 1983)

1. Introduction: schemas and the pleasure


principle
Oddly enough, after decades of theorising about
texts, their authors (or lack thereof ), and their
relationship to readers, economics, and culture,
we know comparatively little about the affective
pleasures of reading. Why do we read for
pleasure? What keeps us turning the pages
between an author’s name on the title page and
a novel’s last gasp on its very last page? How are
we able to turn a sprinkling of abstract symbols
on a white page into scenarios and vignettes so
arresting that we can shut out turbulence and
Douglas and Hargadon
Digital Creativity, Vol. 12, No. 3

the roar of aircraft engines on a red-eye merely audience’s affective experiences in reading
by reading a flimsy paperback book? Few critics hypertext fiction or playing interactive games,
have dared tackle the affective aspects of reading, we can begin to determine the types of stories,
although many critics have pointed out the tools, and even interfaces that lend pleasure to
importance of pleasure to the act of reading the act of reading and interacting with hypertext
itself (Beaugrande and Colby 1979, Bruner and hypermedia.
1986, Harpold 1991, Murray 1997, States To date, most studies of reading and
1993). Moreover, few critics would have hypertext have focused almost entirely on
thought the topic worthy of scrutiny, since the readers’ physical and cognitive encounters with
conventions shaping the acts of writing and texts (Bernstein 1999a, 1999b, 1999c, Douglas
reading print narratives alike are so well- 1991, Douglas 1999, Rosenberg 1996), not on
established and so familiar that we can function the affective pleasures readers derive from their
perfectly well without the faintest inkling of encounters. Yet we can explore the affective
how the whole enterprise works, just as we do dimension of interactive narratives without
with so much of the technology that surrounds invoking arguments about either hard-wired or
us. socially engendered aesthetics by using schema
Enter interactive narratives, hypertext theory to analyse hypertexts and exploring how
fiction, and video games that offer scenarios, these frustrate or play off readers’ schemas of
tools, plots, and characters that demand input other texts. Long employed by linguists
from their users. Writers and designers of (Beaugrande 1980, Schank and Abelson 1977),
interactives must work in relatively uncharted cognitive psychologists (Bruner 1986), art
territory. First, we do not entirely understand historians (Gombrich 1956), and AI researchers
where precisely interactives fall on the con- (Bolter and Grusin 1999, Schank 1982, 1990),
tinuum of pleasurable (or ludic) pursuits. schema theory charts how information processes
Second, we must also grapple with a paucity of can shape perception and action alike, focusing
conventions, fixed genres, and precedents that our expectations and even determining the fine
tell us the sorts of interactions users expect, how grain of our interactions with objects
to flag meaningful options or tools, or even how (Beaugrande and Colby 1979). Defined simply,
to signal closure. At every turn, we are dogged schemas are the building-blocks of information-
by unresolved, sticky questions. On the con- processing, a cognitive framework that deter-
tinuum of ludic pleasures, do interactives fall mines what we know about the world, the
somewhere, say, between a game of chess and objects it contains, the tasks we perform within
watching The sixth sense? Or do they, too, it, even what we see (Schank 1990).
occupy a range of positions on that continuum, Schemas enable us to perceive objects
each interactive offering an affective pleasure as and occurrences around us and to make efficient
distinctive from one another as chess itself is sense of them by consulting our readymade store
from watching films? How much freedom do of similar occurrences and understandings,
users want when it comes to plotting strategy or which we gain from reading, personal experi-
getting acquainted with characters? And is a cut- ence, and even advice we receive from others
scene that signifies closure a reward for working (Beaugrande 1980). Schemas may be as simple
your way through a video game’s myriad of fire- as the series of understandings and actions that
fights, kung-fu contests, and puzzles? Or do cut- enable us to both recognise what a car is and
scenes nullify the openness of both narrative and how to drive one, or as complex as our under-
plot seemingly promised by the entire concept standing of the specific roles characters play in,
of interactivity? If we can understand our say, teen-slasher flicks, where we expect base-

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ments to be hotbeds of horror or peril and as many false leads, innocent suspects, and red
teenagers having sex to become victims. herrings as she possibly can before us, all tactics
Schemas also entail scripts, sets of tasks, or to delay our resolving the mystery’s central
actions appropriate to certain schemas. In puzzle until the book’s ultimate pages.
Schank’s famous ‘restaurant script,’ people Schemas are, moreover, such vital
entering restaurants understand, seemingly perceptual tools that, when objects or works
automatically, what to do with a menu, how to violate long-held conventions, we become
order, and how to behave frustrated and fail to under-
throughout the restaurant stand them. Films like Jacob’s
experience (Schank and Abelson Ladder (Lyne 1990) become
1977). Scripts, moreover, are Schemas box office ‘bombs’ because
flexible, as we can rapidly and
easily modify existing scripts to
enable us to they begin by inviting
viewers to latch onto a single
accommodate new scenarios. A
single restaurant script easily
perceive schema—initially, a thriller
involving war games in the
covers a visit to McDonalds, Le objects and Mekong Delta and psycho-
Cirque, a sushi bar, even a tropic drugs—then rapidly
Roman antipasti restaurant, occurrences deploy elements from
where you merely help yourself contradictory schemas. The
to whatever dish is being handed around us and film, by turns, shuttles
around.
Once we have identified a
to make through a series of schemas,
becoming a horror film
single schema, we begin calling
on relevant scripts that shape our
efficient sense complete with the requisite
demons and aliens in nurse’s
perception, navigation, and of them by uniforms, a thriller about a
interaction within a scenario, government conspiracy, and
whether it exists in life, on a consulting our a horror film about madness.
page, or in a stroll on the decks Throughout, the film
of Titanic in the interactive game readymade remains too slippery for
Titanic: adventure out of time
(Titanic 1996). We watch the
store of similar readers to understand it
through a single schema. Not
trials and travails of a couple in a
romantic comedy with consider-
occurrences surprisingly, its resolution
could never prove satisfying
ably less trepidation than we and to any audience. The film
would the eponymous couple in ultimately can resolve the
the likes of Romeo and Juliet, understandings dilemma posed by only a
which we know to be a tragedy, single schema, which turns
because our schemas for roman- out, unfortunately, to belong
tic comedies tell us that, in the end, the obsta- to a fifth schema that is not revealed until the
cles exist merely to make the final union all the film’s final scene. Jacob’s Ladder ends with an
more satisfying. We know we must treat all clues ‘oh-it-was-all-a-dream’ schema that accounts for
as potentially relevant when we read a Patricia the illogical and fantastic nature of events by
Cornwell mystery, just as our schemas for situating them inside a dream or, in this case, a
mysteries also tell us that the author will dangle dying man’s last hallucinations.

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2. Pleasure: immersion and engagement prospecting and retrospecting through the text,
and pausing over obscure passages (Britton
When aesthetic objects invite us to rely on 1978, Nell 1988). Highly normative schemas
certain schemas, they are not, however, necessar- enable readers to ‘lose’ themselves in the text in
ily guaranteeing us an entirely predictable what we might call an immersive affective
experience. Schemas may enhance our pleasure experience. When immersed in a text, reader’s
in, say, reading a John Grisham paperback, perceptions, reactions, and interactions all take
because they provide a detailed framework that place within the text’s frame, which itself usually
frees us to focus intently on the minutiae of the suggests a single schema and a few definite
narrative by providing us information about scripts for highly directed interaction. Con-
what, roughly, to expect from the characters, versely, in what we might term the ‘engaged
events, and plot generally, as well as, of course, affective experience’, contradictory schemas or
its eventual outcome (Beaugrande and Colby elements that defy conventional schemas tend to
1979). The presence and nature of schemas in a disrupt readers’ immersion in the text, obliging
work, moreover, dictate not only the type of them to assume an extra-textual perspective on
genre the work belongs to, but also both the sort the text itself, as well as on the schemas that
of audience the work attracts and the kind of have shaped it and the scripts operating within
affective experience that audience may expect. it.
Genre fiction generally hews tightly to highly
normative schemas, while postmodern novels
3. Immersive interactives: beyond shoot-
tend to invert narrative conventions and rupture
the stock developments and resolutions of outs and hunt-quests
mainstream fiction. Not surprisingly, the [T]oday’s most successful interactive artists
predictability afforded by genre schemas makes ultimately see interactivity as an evolutionary
them ideal fodder for the trance-like reading (rather than revolutionary) step for storytelling.
cognitive psychologists like Victor Nell note is (Hurtig, 1998)
the hallmark of the immersive reading experi- Not surprisingly, the earliest digital
ence (Nell 1988). And, of course, as we might interactives—video games— drew their cues
expect, immersive affective experiences also tend heavily from a singular schema, turning the early
to garner the largest audiences, as readers pursue commercial computer games into jazzed-up
immersion to temporarily escape the stresses of versions of video arcade games. Whether by
everyday life or vicariously enjoy the exploits of accident or design, early game developers hit
fictional characters as an antidote to the digital pay dirt by founding their first ventures
mundanity of their own lives (States 1993). on the bedrock of two essentials: a recipe for
Contrary to expectations, however, our immer- interaction that all but guaranteed a deeply
sion in what some critics might scoff at as ‘light immersive experience and strong, normative
reading’ (Nell 1988) stems from the steady, schemas borrowed from already-familiar forms
unbroken rhythm of our reading, which fully of entertainment. The history of invention is,
occupies our cognitive capacities (Britton 1978). after all, littered with dazzling innovations that
Conversely, readers ploughing through more either withered rapidly into obscurity or, at best,
demanding texts, works by what Robert Coover hibernated for decades before their eventual
(1992) has dubbed ‘difficult’ writers, enjoy no adoption, mostly due to the object’s very
such spell, as the cognitive demands of grap- newness (Basalla 1988). Inventions that are
pling with the text tend to be discontinuous, discontinuous with earlier devices and tools tend
involving shuttling between competing schemas, to offer users few familiar schemas. The fax,

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phonograph, answering machine, tape player, schemas. Yet video and PC game designers have
and VCR all languished for decades before encountered difficulty whenever they have
becoming household fixtures, largely because attempted to stray into territory where no
each of these inventions required users to dominant schemas reign. Chief among any
develop new schemas to accommodate them. designer’s difficulties is how to invite users to
Conversely, technologies like Edison’s incandes- interact with the text itself. While the shoot-out
cent light were adopted at the technological is always immediately comprehensible, that
equivalent of light-speed—despite potentially particular schema doesn’t easily offer designers
crippling problems with the limitations of sufficient local details to completely differentiate
wiring and distribution of centralised electric- their latest game from the droves of other shoot-
ity—almost entirely because the new innova- outs that have preceded it. Perhaps not terribly
tions essentially invited users to rely on long- surprisingly, game designers have mostly mined
familiar, comfortable schemas and scripts only a single other schema: the treasure-hunt-
(Hargadon and Douglas 2001) derived from the cum-grail-quest, familiar to users of Myst (Miller
very forms of technology the innovations were and Miller 1993), Titanic (Titanic 1996), Grim
designed to replace. Ironically, innovations seem Fandango (Grim Fandango 1998) and, for that
to be adopted most rapidly when their newness matter, any other interactive that doesn’t require
is domesticated, so to speak, by design features users to shoot anything that moves. Yet the
that invite us to treat the new object as if it were hunt-quest remains a remarkably hardy genre, as
merely an extension—albeit an improved one— its schema, unlike the shoot-out, permits a
of a familiar object or device. Early video games wealth of local detail, sufficiently rich that its
like Pong stuck to the simple, rigid schema of a users can become immersed in grappling with
ball game with the ball batted between players both its intricacies and what to do with it.
or against walls. Later successful video games
drew off arcade staples that involved escaping 4. Scripts, voice-overs, and the fifth
through mazes—an approach drawn loosely business
from the pinball schema—or raining bullets on
would-be protagonists, a schema drawn from In immersive interactives like Myst or Shannon
that staple of county fairs everywhere, the Gilligan’s Virtual Murder series (Gilligan 1993a,
shooting gallery. The result: a game that im- 1993b, 1995a, 1995b), our pleasure stems from
posed rigid rules, drawn from already familiar our ability to discern a single schema and the
games which could thus be immediately grasped several scripts it offers us for both interpretation
by users, a game featuring fresh local details like and directed action. Before we so much as
gobbling mouths or souped-up weapons, glimpse the title screens of your typical hunt-
requiring a steady rhythm of interaction. quest, we already know we need to listen
Ironically, the reader paging through Balzac or intently, collect everything we can lay our mitts
Dickens, or, for that matter, Judith Krantz, has on, and put together our tools and clues to solve
entered into roughly the same immersive state, the local challenges that confront us, which, in
enjoying the same high, continuous cognitive turn, will enable us to solve the interactive’s
load as the runty kid firing fixedly away at Space grand challenge—usually something on the
Invaders. order of liberating a prisoner (Grim Fandango
Later generations of video games have 1998, Miller and Miller 1993), altering the
colonised the same turf with notable success. course of history (Titanic 1996), or saving the
Both Sonic the Hedgehog and Super Mario planet (Wolff 1996). Still, designers have no
Brothers, for example, drew off familiar arcade such clear choice of scripts for interaction. We

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all understand that guns or knives are essential palette of annotated cursor and potential actions
to shoot-outs, but no such clear scripts exist for (eye, mouth, hand) that flag your potential
actions during the hunt-quest. Furthermore, actions with solid or broken lines and a variety
how do you indicate readiness for action or of colours, users are simply left with more
differentiate the items your protagonist must elegant weapons to thrash the simulated
collect from the normal detritus that makes an environment with. If the environment seems
environment look convincingly realistic? particularly bereft of clues or you don’t happen
Contrary to some theorist’s belief (Laurel 1991, to hit on the ingenious and incredibly improb-
Murray 1997), the existence of tools intra- able notion of using a twig and dinosaur scale to
frame or extra-frame does little to disrupt the create a funnel, as in Longest Journey, immersion
user’s immersion in the interactive. For example, evaporates, and you’re left trying to vainly intuit
solving a puzzle, pursuing a clue, or surviving a what on earth the designers had in mind when
knife fight involves action that can potentially they created the particular scene you’re presently
spill outside the narrative’s frame, as in the trapped in.
multiple-choice replies Titanic offers as re- If anything, video game designers, more
sponses to characters’ conversations with you than their PC counterparts, have even thornier
(Titanic 1996) or the inventory of items dilemmas awaiting them in interface design
protagonist Robert Cath possesses in The Last during their forays into territory outside the
Express (Mechner 1997). But the aesthetic shoot and hunt-quest genres (Shenmue 2001,
remains largely immersive as long as the story, Sydney 2000 ). With Sydney 2000, Dreamcast
setting, and interface adhere to a single schema. users can train athletes, expose them to some
Users face further interface challenges extra coaching, test them in qualifying trials,
from narratives like Last Express that attempt to and, finally direct them to compete in the
stray from reliable gaming conventions that Olympics. The problem for users and designers
govern the user’s actions, mostly decoding alike: how to provide the means for a potentially
puzzles and dismembering enemies, all of which complex series of interactions using the same
may frustrate more than engage users expecting controller originally created for shoot-outs. The
well-defined scripts and a tight framework for solution: users must toggle maniacally between
directed action. In Titanic, for example, if you the former ‘shoot’ switches to provide athletes
fail to keep an assignation or meander through with the strength, say, to complete a 170 Kg
the ship, the narrative’s clock-time halts clean and jerk. The greater problem still: to toss
abruptly, and all characters vanish, save your the javelin, shoot skeet, triple jump, kayak, or
steward, who appears periodically to throw you dive, frenetically toggling between the same
out of the First Class Smoking Lounge or switches you’ve just used to provide a sprinter
Verandah Café (Titanic 1996). No agents, with speed in the 100 meters and to give a
frames, or tools exist to jump-start the narrative weight-lifter, at least theoretically, enough gas to
again once you neglect to pick up the right complete a dead lift. The script for interaction
clues. Even with its highly normative huntquest shifts with every event and sometimes, even
schema, Myst frustrates users searching vainly for between training mode and trial/competition
clues into acts of desperate, random thrashing modes, leaving users in what promises to be the
with the cursor on shrubbery, sundials, library most immersive of interactive experiences—
walls, anything that looks like a candidate for video games, after all, are direct descendants of
the next puzzle challenge (Miller and Miller the immersive arcade shoot-outs—paging
1993). But even with better indicators for angrily through the slender instruction pam-
interaction, like The Longest Journey’s (2000) phlet, trying to figure out what functions the ‘A’

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and ‘B’ buttons will signify for the next 10 conventions or logic. Famously, Francis Ford
minutes. Coppola was troubled by the 1.5 million feet of
For our affective experience to remain film shot for Apocalypse Now, believing he had
immersive, both narrative and interface alike only ‘about a 20-percent chance’ of assembling
need to overtly guide or curtail our possibilities the elements intelligibly into a successful feature.
for action. Interactive games fulfil their promise Furthermore, sneak-preview audiences remained
as immersive when they offer us an obvious puzzled by the logic and significance of several
schema for narrative structure and interface, and of the film’s key scenes, most troublingly, the
when they offer us predictable, tightly scripted film’s conclusion. When Coppola, however,
interactions, enabling us to enjoy virtual commissioned writer Michael Herr to create a
experiences that are either unattractively risky or voice-over interior monologue for the protago-
denied to us in everyday life (States 1993). In nist—a voice-over narrative that spanned
Gadget (Shono 1994), if an informant in the virtually the entire film—audiences immediately
Museum train station has instructions for you to understood the film’s events, and Apocalypse Now
turn your quest around, the train idles helpfully reaped over $100 million at the box office
in the station until you venture out of the car, (Cowie 1990). Remarkably, voice-overs have
stroll up to one or two likely looking characters, been all but unused in interactives: in The Last
and receive the vital clue. In the Virtual Murder Express (Mechner 1997), you understand Robert
series, Gilligan (1993a, 1993b, 1995a, 1995b) Cath’s feelings via the occasional voice-over, and
provides a detective sidekick who summarises both April Ryan in Longest Journey (2000) and
the crime scene, provides thumbnail sketches on Grim Fandango’s Manny Calavera (1998) use
suspects, or weighs in with an opinion when voice-overs. But both Ryans and Calaveras
queried. The series also includes the occasional voiceovers exist simply to inform you what their
voice-over by a police superior who harangues characters cannot do. When you point either
you with the work remaining to be completed character toward an item that doesn’t function as
and the time remaining on your ‘game’ clock. a tool or potential clue, both essentially tell you,
Both the voice-over and agent are “I wouldn’t do that” or, “I don’t think that will
fortuitous additions to Gilligan’s series of work”. Game designers, by eschewing the use of
interactives and, not coincidentally, both are anything approximating a voice-over, are forcing
drawn explicitly from film and stage. Beginning users to face challenges akin to understanding
with the Greek chorus—itself an early form of the events in a narrative without the benefit of
voice-over—dramatists and directors have used either first-person, third-person, or omniscient
voice-overs to guide their audiences through narration—which is achieved in cinema via first-
scenes, ensuring that audiences understood the person or omniscient point-of-view camera—a
significance of an action, the true nature of a challenge even in the comparative cosy familiar-
cloaked villain, or the mental state of some ity of the print novel.
characters. In cinema, writers and directors Gilligan’s sidekick, a nameless help-mate
traditionally use voice-overs to establish condi- portrayed initially by Gilligan herself and, in
tions at the outset of a narrative or during later additions to the Virtual Murder series
substantial changes in location or time, or to (1995a, 1995b) by actress Sherilyn Fenn, is also
voice interior monologues. But some directors an apt throwback to earlier narrative forms.
have also used voice-overs to make entire While her cropping up in a police procedural is,
narratives intelligible, a vital function in films perhaps, unremarkable, she remains the lone
that rely on a pastiche of images without heavy example in interactives of what Robertson
sequential continuity or on narratives that defy Davies (1983) termed ‘the fifth business’ or the

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agent who exists solely to chivvy the characters determining the conventions and constraints
and plot toward its conclusion. In police governing the plot, characters’ actions, and
procedurals, detective novels, and mysteries of environmental cues, only to leave both these
all stripes, of course, the fifth business is usually guides behind once you’ve fully grasped the
the protagonist’s sidekick. Sherlock Holmes, details and immersed yourself in the narrative.
famously, had Watson to bounce ideas off and to
help him unravel clues, often unwittingly, and 5. Pleasures of immersion, pleasures of
even Inspector Morse had the much-put-upon engagement
Sergeant Lewis. Both Watson and Lewis
performed, like every good agent, the function The pleasure of immersion in interactives stems
of sniffing down false leads and interviewing from our ability to take guided action and see
suspects while their respective bosses got down the outcomes from our choice of one or more
to the real detective work and eventually solved scripts within a single schema. In contrast, the
the case—significantly, never without some pleasure of engagement with hypertext fiction
intervention from their sidekicks. Of course, comes from users’ access to a wide repertoire of
both agents also function as narrative foils to schemas and scripts, our attempts to discover
their bosses. Watson and Lewis are famously congruencies between the hypertext and an
dim where their superiors are quick-witted, array of often mutually exclusive schemas, and,
badly read and poorly mannered where Holmes ultimately, our ability to make sense of the work
and Morse are educated, cultured men of the as a whole. Even though Janet Murray’s (1997)
world. Yet the agent is also the mystery’s unsung list of plots as symbolic actions include sense-
catalyst, a force who can usher the plot along making and assembling fragments into a
efficiently precisely because he or she is an coherent whole, Murray’s objection to what she
unobtrusive character never quite in the spot- calls ‘structured literary hypertext’ reveals a
light. Perhaps, given the paucity of scripts drawn criterion for aesthetic pleasure clearly founded
from earlier media, the absence of agents from only on immersion:
interactives should seem unremarkable. Yet the navigation unfold[s] a story that flows from our
agent is such a potent tool, one that can clarify own meaningful choices.
interface elements and possible actions, that we (Murray 1997)
can only wonder why agents remain so strangely Yet readers of modernist works like Mrs.
unused, apart from Microsoft’s brief, mid-90s Dalloway (Woolf 1925), The Good Soldier (Ford
foray into plugging an obnoxious agent named 1915), In the Labyrinth (Robbe-Grillet 1959),
Bob into its desktop interface. An agent in The and Ulysses (Joyce 1980) must actively wrestle
Longest Journey could make suggestions about with wandering narrative perspectives, tortuous
what April Ryan ought to do with the dinosaur representations of time, and deliberate disrup-
scale and twig, saving you from scrabbling for tions in space, time, and causation, as well as the
the cheatsheet walkthrough—decidedly an requirement that they ultimately understand the
immersion-busting experience—similarly, an entire work relative to its spatial form. Anyone
agent or voice-over could tell you how to who confuses ‘Great Works’ with an aesthetic of
position Grim Fandango’s forklift in the elevator immersion should remember Joseph Frank’s
before you embark on your fortieth attempt at famous declaration about Ulysses, which, he
halting the elevator or risk losing any remaining claimed “could not be read, only reread” (Frank
vestiges of sanity. Or you could enlist an agent 1988). These texts engage readers deeply because
or toggle the voice-over mode on during the they do not follow schemas for which readers
early stages of the interactive, when you’re still can unthinkingly apply ready-made scripts.

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Instead, they violate existing conventions, switch schemas for understanding the text. These
schemas, and, in the case of works like In the ‘engaged’ readers are also more likely to employ
Labyrinth, violate even our assumptions about these schemas as simply part of a repertoire,
continuity from one paragraph or even sentence rather than as sources for controlling scripts that
to the next (Robbe-Grillet 1959). determine singular interpretations of a work.
Not surprisingly, engagement tends to be Such secondary sources include Joyce’s own
pursued and enjoyed by those who are widely extensive criticism on hypertext aesthetics (Joyce
read, since they have access to a vast array of 1995, 1997, 1998), as well as a growing body of
schemas and scripts. Readers who enjoy engage- criticism on the narrative significance of
ment also tend to enjoy confronting situations navigational mechanisms in hypertext
for which they lack scripts, as these provide (Bernstein 1991, Bernstein, Joyce and Levine
opportunities for learning, as opposed to merely 1992, Douglas 1999, Harpold 1991, Murray
performing one of a series of scripts within a 1997). Third, even in a relatively new genre,
conventional framework. With a hefty repertoire some of its newly minted ‘grammar’ and tropes
of scripts to call upon, the well-read are also are accessible to early audiences: cross-cutting,
more likely to recognise when, and to guess how special effects, and the shot-reaction shot
or why, narratives violate long-familiar conven- sequence all appeared during cinemas
tions and patterns. The reactions of even well- nickelodeon era (Gianetti 1990). In complex
intentioned critics—witness Murray’s (1997) hypertexts, immanent structures include
‘privileging confusion’—to hypertext fiction proximity signifying causal or relational connec-
grows from confusing engagement with immer- tions between lexias in spatialised text (Marshall
sion, as well as from the fluid, still evolving and Shipman 1993), as well as recurrence to
nature of schemas and scripts in hypertext remind readers of previously encountered lexias
narratives. or to situate already encountered lexias in new
Yet even the earliest readers (Douglas contexts where they take on new meanings
1991) of the first published hypertext narrative, (Bernstein et al 1992, Douglas 1998). Mark
afternoon, experienced a kind of engagement Bernstein (1999b, 1999c) has also identified
that would have seemed familiar to readers of cyclical repetition broken to signify closure
Ulysses or The Wasteland. First, readers bring to (Douglas 1991, Joyce 1990), contour, where
new media their schemas and scripts from older cycles coalesce or collide (Bernstein et al 1992,
media (Hargadon and Douglas 2001), just as Joyce 1999), and montage that establishes
hypertext fiction itself draws on conventions connections across the boundaries of nodes or
inherited from print for plot, character, inten- links, as used by Landow (1992, 1997), Jackson
tion, and tropes (Bolter and Grusin 1999). (1996) and Paul (1995). Readers engaged with
Second, published criticism which, in the cases hypertext fictions like Victory Garden or Twelve
of Joyce and Eliot, included symbolic ‘keys’ to Blue make hypotheses about the relationships
their work, aided readers in developing schemas between lexias and the significance of links,
to fit the new material. Joyce circulated notes layering onto the print readers engagement with
that mapped Stephen’s and Leopold Bloom’s day character, continuity, time, and space, further
in Dublin onto the adventures of Odysseus interpretations of the significance of spatial
(Groden 1977), while Eliot extensively relationships and links between lexias, of link
footnoted his own poem (Eliot 1964, Paul types and their conditions. Long-term engage-
1995). Readers of hypertext fiction, like Joyce’s ment with the texts—the necessary rereading
and Eliot’s audiences, are more likely to seek out Michael Joyce (1997) describes—makes some
secondary sources to supplement their array of relations immanent, nullifies some hypotheses,

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thwarts some navigational strategies, and cinema, we know approximately how long our
generally enables readers to enlarge their immersion or engagement will last. Book
repertoire of textual aesthetics still further. chapters, like film running times, often owe as
Finally, when hypertext episodes (Joyce 1990) much to the length of time writers require to
also represent causally linked lexias that generate develop stories and episodes as they do to
narrative tension, readers may become immersed publishers’ and producers’ perceptions of the
in the narrative. Even when immersion gives attention span and disposable time common to
way to engagement, the immersive lexias or contemporary audiences. While audiences can
episodes can still act as a centripetal force that prove equally adroit at immersing or engaging
compels us to become engaged with the narra- themselves in lengthy narratives fanning out
tive (Douglas 1998). over weeks and even years in radio and television
serials (Bernstein 1999a, Douglas 1999) as well
6. Immersion into engagement into flow as in professional sports (Bernstein 1999a,
1999b), they require clear-cut guides on the
The ‘episode vortex’, as Jim Rosenberg notes, duration of each local session. Football, basket-
however, can just as easily frustrate readers, ball, and hockey are clock-determined. Baseball
launching them into ‘foraging’ for the next has nine regular innings. Plays have either three
episode (Rosenberg 1996). While immersion or five acts. Serials occupy 30 or 60 minutes of
may easily lure readers into interactive narratives airtime. Time can also increase the signifying
and organise their initial engagement, replacing power of narrative developments and tropes:
promised immersion with engagement can also cues about a character’s impending mortality
frustrate readers, even when they can develop a that may not seem particularly significant in Act
script that situates their frustrated immersion as III acquire dramatic significance when revealed
strictly intentional, a deliberate effect designed to us in the final moments of Act V.
by the author (Bernstein 1991). Not coincidentally, designers of
Even in the throes of engagement, interactives frequently build into games central
disorientation in hypertexts is potentially more metaphors or tools that rely on time. All the
disconcerting than the momentary discomforts Virtual Murder interactives use a conceit about
we experience in other media, notwithstanding the seven hours that generally elapse between
our budding repertoire of effects and gambits the discovery of a crime and the swearing out of
that signify. The dreaded ‘lost in hyperspace’ a warrant for the suspected perpetrator’s arrest
(Edward and Hardman 1990) problem is due (Gilligan 1993a, 1993b, 1995a, 1995b). Both
partly to our awareness that hypertexts exist in Titanic (1996) and Last Express (Mechner 1997)
virtual, 3D space—which may or may not be unfold against time constraints imposed by,
represented to readers via maps or spatial respectively, the sinking of the liner and the
navigational tools—partly to our awareness that onset of World War I. Further, in both the
links often involve recursion and complex Virtual Murder series and Titanic, agents
conditionals, seldom making visiting every lexia periodically surface both to remind you of time
or link once the equivalent of experiencing the passing and to nag you to keep assignations,
entire work. When we consider the affective ensuring that your immersion doesn’t shade
dimension, however, the absence of guides for quickly into frustration. Other interactives rely
the length of time occupied by our engagement on stages that signal reader’s progression through
or immersion may be still more significant. the text: ‘ages’ for Myst (Miller and Miller
When we sit down with a novel or settle 1993), ‘realms’ for Obsidian (Wolff 1996).
ourselves into a Broadway theatre or our local Hypertext fictions, however, lack such clear

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signals to readers, making it difficult for readers perceptions of time become distorted, and
to determine if their script-acquiring and concentration becomes so intense that the game
developing have been successful in helping them or task at hand completely absorbs us
understand the hypertext as a structure of (Csikszentmihalyi 1990). Since flow involves
narrative possibilities, or if they need to accom- extending our skills to cope with challenges, a
modate, modify, and generate still more scripts. sense that we are performing both well and
Some writers have built forms of closure into effortlessly, this state hovers on the continuum
hypertexts that enable readers to pause in their between immersion and engagement, drawing
reading or leave it completely (Douglas 1994, on the characteristics of both simultaneously.
Joyce 1990, Larsen 1994, Moulthrop 1991). Presciently in the early 1980s, Sherry Turkle
But link conditions in complex hypertexts can (1984) noted something like flow states in
yield different juxtapositions of lexia and fresh teenagers grappling with computer games.
narrative possibilities, just as a familiar episode Where immersion involves identification with
may branch in several unexpected directions the characters and narrative elements—the local
next time out, mitigating the cues potentially details that keep us involved even when we
offered by these approximations of closure. know the plot’s trappings intimately— engage-
Finally, while immersion may shade into ment involves deciphering the author’s or game
engagement — now an imminent development designer’s intentions. During a flow state, Turkle
with recent calls in the interactive game industry noticed, teenagers both identified utterly with
for more backstory and narrative (Brown- the objects they were manipulating—the
Martin 1999, Sierra Studios 1999) — and equivalent of ‘becoming the pinball’, unthink-
engagement into immersion, neither of these able to the player of the analogue arcade game—
affective dimensions maps all that tidily onto and became deeply involved in determining the
most definitions of interaction (Brand 1987). As constraints built into the game. Most vitally,
Joyce (1997) and Aarseth (1997) have noted, however, she noted that player after player was
readers of most hypertext fiction are merely obliged to keep up with a rhythm dictated by
exploring the narrative, not constructing its the game itself, a
links and rearranging its structure, or even relentless… demand that all other time stop…
generating lexia and links themselves. While the and that players take full responsibility for every
advent of the World Wide Web and collabora- act.
tive structures like Brown’s Hypertext Hotel (Turkle 1984)
(Coover 1999) suggest that hypermedia’s The combination of all three conditions,
contribution to aesthetics may be a blurring of she realised when she interviewed inveterate
the line between reception and creation, the game players from teenage social misfits to
relatively limited interactions of immersive or stressed-out banking executives, enabled players
engaging interactives should not likewise limit to experience the same characteristics of flow
our quest for features, metaphors, and conven- first identified by Csikszentmihalyi. All players
tions that enhance our affective experiences. attested to a sense of stepping outside both the
Given the enhanced immersive possibili- real world and its time, while at the same time
ties of full-motion video, not to mention virtual retaining an acute perception of the constraints
reality, coupled with hypertext fiction’s complex of the game world and game time and an ability
possibilities for engagement, future interactives to play strategically within its constraints.
could easily enable casual readers to experience Flow is, however, elusive, fleeting, and
what Mihaly Csikszentmihalyi calls ‘flow’, a intensely problematic. The social misfits and
condition where self-consciousness disappears, uptight executives Turkle interviewed most

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likely achieved flow states during game-play at Hypertext/hypermedia handbook. McGraw-Hill, New
least as much due to their desires to achieve York, pp. 285–298.
mastery over something, however brief and Bernstein, M., Joyce, M. and Levine, D. (1992)
fictive, and not necessarily because they identi- Contours of constructive hypertext. European
fied intensely with the all-but-non-existent Conference on Hypermedia Technology 1992.
Association for Computing Machinery, 161–170.
characters or environment in the video games
Bernstein, M. (1999a) Span of attention.
they played. Artists, writers, professional
HypertextNow. EastgateSystems, Watertown,MA.
athletes, and musicians can experience flow www.eastgate.com/HypertextNow//archives/
states during practice or performance, as can Baseball.html. Accessed October 1999.
connoisseurs of music, film, dance, or sports. Bernstein, M. (1999b) Patterns, narrative, and
For example, film critics may notice how deep baseball. HypertextNow. Eastgate Systems,
focus, changes in film stock, and oblique angles Watertown, MA. www.eastgate.com/
frame a sequence or allude to other films, an HypertextNow//archives/Attention.html. Accessed
extra-textual perspective on the film that is October 1999.
characteristic of engagement, even as they Bernstein, M. (1999c) Chasing our tails.
remain deeply immersed in the characters and Composition@Chorus. wwwwriting.berkeley. edu/
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Accessed October 1999.
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Bolter, J. and Grusin, R. (1999) Remediation:
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Brand, S. (1987) The Media lab: inventing the future
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Book Review (June 21, 1992) 1, 23–24.
Coover, R., (ed.) (1999) Hypertext Hotel.
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