# Immersion

<article id="bkmrk-tl%3Bdrimmersion-is-no"><p class="callout info"><span style="background-color: rgb(0, 0, 0);">**TL;DR**</span>  
<span style="background-color: rgb(0, 0, 0);">**Immersion** is not a single thing the hardware does to you. It’s a the shift in attention that dissociates you from your immediate surrounding, a **three-part phenomenon** that arises when (1) the **system** surrounds and affords action, (2) **narrative** gives meaning and coherence, and (3) participants exert **agency** that matters (from immediate operations to strategic choices). **Presence** (the feeling of “being there”) is related but **not the same construct**. The shift in attention, immersion, can take place regardless or not of that feeling.</span></p>

## Why the term is slippery

Different traditions load “immersion” with different meanings. Technical accounts often treat it as a property of devices and affordances (e.g., FOV, tracking, spatial audio, haptics). Psychological work has at times equated immersion with the feeling of “being there,”<sup>[1](#ref-1)</sup> now discussed more precisely as **Presence**<sup>[2](#ref-2), [3](#ref-3)</sup>. Literary and game studies emphasize how storyworlds and player agency shape whether experiences become engrossing<sup>[4](#ref-4), [5](#ref-5)</sup>. Even within technically rich virtual reality, *plausibility* (the credibility of circumstances and one’s ability to act) strongly conditions responses<sup>[6](#ref-6)</sup>.

Bottom line: immersion is multifaceted; reducing it to optics, latency, or any single factor misses what drives learning relevance and engagement<sup>[3](#ref-3), [7](#ref-7)</sup>.

## A three-dimensional framework

Treat immersion as emerging from **three interlocking conceptual dimensions**<sup>[3](#ref-3), [7](#ref-7)</sup>:

1. **System (technological environment).** The substrate that surrounds the learner and affords perception and action: rendering, interaction fidelity, tracking, input, etc. System qualities enable possibilities; they do not guarantee immersion on their own.<sup>[3](#ref-3)</sup>
2. **Narrative (meaning and coherence).** The diegetic/task framing that makes activity matter: roles, goals, stakes, and internal logic, be it literary or instrumental (mission brief, clinical case). Narrative organizes attention and expectations.<sup>[4](#ref-4)</sup> Notice that symbolic meanings, even cultural meanings such as colors and other non-verbal cues such as positioning of people, convey mearning, which is part of this dimension.<sup>[13](#ref-13)</sup>
3. **Agency (doing and deciding).** What the learner can actually do when commited to be meaningful: moment-to-moment operations, tactical choices, higher-order strategy, and how the environment responds with consequences.<sup>[5](#ref-5), [10](#ref-10), [11](#ref-11), [12](#ref-12)</sup>

*Terminology note.* Earlier work labeled this third axis “challenge”; subsequent work prefers "agency" as a label, because the word expresses more clearly the wide range of operational interventions and tactical/strategic decision-making.<sup>[10](#ref-10), [11](#ref-11), [12](#ref-12)</sup>

## Immersion vs Presence

- Abstract tasks or observer roles can yield strong cognitive immersion without a strong place-illusion.<sup>[3](#ref-3)</sup>
- A technically convincing place-illusion can still be non-immersive if narrative motivation or meaningful agency is weak.<sup>[6](#ref-6)</sup>

Designers and evaluators should therefore **analyze immersion and presence separately** and select measures appropriate to each.<sup>[8](#ref-8)</sup>

## What counts as an “immersive environment”?

An **immersive environment** is the full surround in which immersion can occur: the **virtual setting** (rendered spaces, objects, agents), the **physical setting** (room, equipment, safety), and the **contextual conditions** (cultural, organizational, social, logistical, historical). Within this whole, **system** properties are enacted, **narrative** reaches the learner, and **agency** is afforded and constrained.<sup>[9](#ref-9)</sup>

## Practical implications for standards

- **Design:** Treat system, narrative, and agency as **co-requirements**: plan S, N, and A together.<sup>[3](#ref-3), [7](#ref-7)</sup>
- **Evaluation:** Avoid single-metric shortcuts. Use distinct instruments for presence and for immersion-relevant factors (agency affordances, narrative coherence, system fidelity).<sup>[8](#ref-8)</sup>
- **Reporting:** When documenting experiences, explicitly describe S–N–A components and how they interrelate (e.g., strategic options, motivational framing, indispensable system features).<sup>[10](#ref-10), [11](#ref-11), [12](#ref-12)</sup>
- **Plausibility matters:** Favor credible circumstances and consequential action over photorealism alone.<sup>[6](#ref-6)</sup>

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## Attribution

This synthesis is adapted from: <cite>[Morgado, Beck &amp; O’Shea (2025)](#ref-13)</cite>, with additional references to works cited therein.

Synthesis drafted by [Leonel Morgado](https://codex.immersivelrn.org/user/leonel-morgado) on Nov 12, 2025, with editorial assistance of ChatGPT-5 Thinking.

## References

1. Murray, J. H. (2017). *Hamlet on the Holodeck: The Future of Narrative in Cyberspace*. MIT Press.
2. Witmer, B. G., &amp; Singer, M. J. (1998). Measuring presence in virtual environments: a presence questionnaire. *Presence: Teleoperators &amp; Virtual Environments*, 7, 225–240. [https://doi.org/10.1162/105474698565686](https://doi.org/10.1162/105474698565686)
3. Nilsson, N. C., Nordahl, R., &amp; Serafin, S. (2016). Immersion revisited: a review of existing definitions of immersion and their relation to different theories of presence. *Human Technology*, 12, 108–134. [https://doi.org/10.17011/ht/urn.201611174652](https://doi.org/10.17011/ht/urn.201611174652)
4. Ryan, M.-L. (2015). *Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media* (2nd ed.). Johns Hopkins University Press.
5. Frasca, G. (2001). Rethinking agency and immersion: video games as a means of consciousness-raising. *Digital Creativity*, 12, 167–174. [https://doi.org/10.1076/digc.12.3.167.3225](https://doi.org/10.1076/digc.12.3.167.3225)
6. Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. *Philosophical Transactions of the Royal Society B*, 364, 3549–3557. [https://doi.org/10.1098/rstb.2009.0138](https://doi.org/10.1098/rstb.2009.0138)
7. Agrawal, S., Simon, A., &amp; Bech, S. (2019). Defining immersion: literature review and implications for research on immersive audiovisual experiences. *147th AES Pro Audio International Convention*. Audio Engineering Society.
8. Tran, T. Q., Langlotz, T., &amp; Regenbrecht, H. (2024). A survey on measuring presence in mixed reality. In F. Mueller (Ed.), *CHI ’24: Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems*. ACM, Article 543, pp. 1–38.
9. Beck, D., Morgado, L., &amp; O’Shea, P. (2020). Finding the gaps about uses of immersive learning environments: A survey of surveys. *Journal of Universal Computer Science*, 26, 1043–1073.
10. Beck, D., Morgado, L., Lee, M., et al. (2021). Towards an immersive learning knowledge tree—A conceptual framework for mapping knowledge and tools in the field. In: *2021 7th International Conference of the Immersive Learning Research Network (iLRN)*.
11. Pedrosa, D., &amp; Morgado, L. (2024a). Immersive virtual reality, augmented reality and mixed reality for self-regulated learning: a review. In D. Crawford, J. Foss, N. Lambert, et al. (Eds.), *Technology, Innovation, Entrepreneurship and Education*. Springer, Cham, pp. 64–81.
12. Pedrosa, D., Morgado, L., &amp; Beck, D. (2024b). Immersive learning environments for self-regulation of learning: a literature review. In M.-L. Bourguet, J. M. Krüger, D. Pedrosa, et al. (Eds.), *Immersive Learning Research Network*. Springer, Cham, pp. 497–511.
13. Morgado, L., Beck, D., &amp; O’Shea, P. (2025). Bridging the gaps: an updated mapping of the uses of immersive learning environments. *Virtual Reality*, 29, 134. [https://doi.org/10.1007/s10055-025-01208-y](https://doi.org/10.1007/s10055-025-01208-y)

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