Professional Documents
Culture Documents
00
2001, Vol. 12, No. 3, pp. 153–166 © Swets & Zeitlinger
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-
154
The pleasures of immersion and engagement
155
Douglas and Hargadon
Digital Creativity, Vol. 12, No. 3
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,
156
The pleasures of immersion and engagement
157
Douglas and Hargadon
Digital Creativity, Vol. 12, No. 3
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’
158
The pleasures of immersion and engagement
159
Douglas and Hargadon
Digital Creativity, Vol. 12, No. 3
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.
160
The pleasures of immersion and engagement
161
Douglas and Hargadon
Digital Creativity, Vol. 12, No. 3
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
162
The pleasures of immersion and engagement
163
Douglas and Hargadon
Digital Creativity, Vol. 12, No. 3
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/
plot developments of the narrative playing chorus/composition/bernstein/structure.html.
Accessed October 1999.
before them. Further, since engagement tends to
Bolter, J. and Grusin, R. (1999) Remediation:
focus our attention on the frame and materials
understanding new media. MIT Press, Cambridge,
themselves, texts like Ulysses or afternoon tend to
MA.
immerse us only for short periods before
Brand, S. (1987) The Media lab: inventing the future
demanding our engagement. As interactives, at MIT. Viking, New York.
however, begin offering us worlds that increas- Britton, B.K., (1978) Reading and cognitive capacity
ingly resemble the one outside the text (Brown- usage: adjunct question effects. Memory and
Martin 1999, Shenmue 2001), and writers Cognition 6 266–273.
begin introducing into them complex plots, Brown-Martin, G. (1999) Hooray for Hollywood.
characters, and orienting devices like voice-overs NextGen 2 (2) 94–101.
or agents, even casual readers may one day Bruner, J. (1986) Actual minds, possible worlds.
experience the flow that today only a privileged Harvard University Press, Cambridge, MA.
few enjoy when watching or creating narratives. Coover, R. (1992) The end of books. New York Times
Book Review (June 21, 1992) 1, 23–24.
Coover, R., (ed.) (1999) Hypertext Hotel.
References
duke.cs.brown.edu:8888/ . Accessed October 1999.
Aarseth, E. (1997) Cybertext: perspectives on ergodic Cowie, P. (1990) Coppola. Faber and Faber, London.
literature. Johns Hopkins University Press, Balti- Csikszentmihalyi, M. (1990) Flow: the psychology of
more. optimal experience. Harper, New York.
Basalla, G. (1988) The evolution of technology. Davies, R. (1983) Fifth business: the deptford trilogy.
Cambridge University Press, New York. Penguin, New York.
Beaugrande, R. (1980) Text, discourse, and process: Douglas. J. Y. (1999) The end of books – or books
toward a multidisciplinary science of texts. Ablex, without end? Reading interactive narratives. Univer-
Norwood, NJ. sity of Michigan Press, Ann Arbor.
Beaugrande, R. and Colby, B. (1979) Narrative Douglas, J. Y. (1994) I have said nothing. Eastgate
models of action and interaction. Cognitive Science Quarterly Review 1(2).
3 43–66. Douglas, J. Y. (1991) Understanding the act of
Bernstein, M. (1991) The navigation problem reading: the WOE beginners guide to dissection.
reconsidered. In Berk, E. and Devlin, J. (eds.) Writing on the edge 2(2) 112–126.
164
The pleasures of immersion and engagement
165
Douglas and Hargadon
Digital Creativity, Vol. 12, No. 3
166