Immersion and Virtual Worlds in Literature and Games

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Authors: Tison Pugh, Lynn Tarte Ramey
Cited by: 0

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