Immersion and Virtual Worlds in Literature and Games
Abstract
Literature and video games, through their creation of virtual worlds, hold immersive potential for readers and players, who must mentally map and emotionally invest in these imagined spaces. As evident in such narratives as Dante’s Inferno and in such video games as The Legend of Zelda franchise, virtual environments serve as both escapist landscapes and mirrors of real-world anxieties—about technology, identity, inequality, and moral corruption. Cognitive mechanisms of immersion, including the role of the Default Mode Network, create the necessary mental conditions for immersion, as well as allow for the oscillation between immersion and critical distance proposed by theorist Marie-Laure Ryan. Cultural anxieties have long simmered around issues of narrative and ludic immersion, from nineteenth-century fears about novel-reading to modern concerns over gaming addiction. Ultimately, while immersive virtual worlds can offer deep engagement and even resistance, they also replicate real-world systems and must be approached with critical awareness.
Fields of Study & Subjects
Digital Games and Media
Narrative Theory and Analysis
Virtual Reality Applications and Impacts
Publication details
- Journal / source
- Routledge eBooks
- Pages
- 122–142
- Publication date
- 3 March 2026
- Language
- EN
- Document type
- Book chapter