Summary

Presence, immersion, and flow are distinct but tightly linked concepts. Presence is the psychological feeling of “being there” inside the game world. Immersion is the depth of a player’s engagement with the game. Flow is the optimal state that emerges when challenge and skill are in balance. These concepts form a reinforcing chain with two foundations: control (the mechanisms of interaction) and agency (the meaningfulness of what those interactions do). When each layer functions well, players naturally move from engaging the controls → feeling that choices matter → sensing themselves inside the world → becoming absorbed in its systems and story → entering flow.

For flow itself, see flow. For the interaction loop that supports these states, see interaction-loops.


Control

Control is the player’s immediate physical interface with the game. It is the most fundamental layer — before presence or immersion can develop, the player must be able to act.

Three types of control

TypeDefinitionEffect on experienceExamples
DirectReal-time interaction with immediate, responsive feedbackHigh immersion through immediacy; enables skill development; requires quick reflexesSuper Mario Bros., Call of Duty
IndirectSetting parameters or decisions executed by AI/systems; delayed outcomeEncourages strategic thinking; agency felt through long-term consequences rather than moment-to-momentCivilization, SimCity
ScriptedPredefined sequences triggered by player input; limited interactivityCreates cinematic moments; can enhance drama; reduces immersion if overusedQuick-time events (God of War), dialogue trees (Mass Effect)

Design implication: The choice of control type profoundly shapes what kind of engagement the game demands. A poor match between control type and player expectations — such as embedding many QTEs in a game players approach for tactical depth — breaks presence.


Agency

Agency is the sense that a player’s actions have meaningful consequences. Without agency, control becomes an illusion. Players manipulate inputs but nothing in the world responds in ways that feel significant.

Four types of agency

Narrative agency — the ability to influence story and outcome.

  • Branching storylines, moral dilemmas, dialogue choices with real consequences
  • Increases emotional engagement; gives replay value through unexplored paths
  • Examples: Mass Effect (dialogue choices affecting the story), Undertale (player actions determining the ending)

Mechanical agency — the ability to interact with and influence the game’s systems.

  • Approaching objectives in different ways; customising characters, equipment, abilities
  • Enhances sense of control and personalisation; makes the world feel responsive
  • Examples: Zelda: Breath of the Wild (open approaches to objectives), Skyrim (character build customisation)

Social agency — the ability to influence other characters or players.

  • Forming relationships with NPCs; alliances, trading, and competition with other players
  • Adds emotional depth through social consequences; enhances world believability
  • Examples: The Sims (NPC relationship building), World of Warcraft (alliance formation)

Economic agency — the ability to influence the game’s resource systems.

  • Resource allocation decisions; market participation; influence over in-game economies
  • Adds strategic depth; creates sense of meaningful influence over the world
  • Examples: Stardew Valley (resource and trading decisions), EVE Online (player-driven economy)

Design implication: Many games provide one or two types of agency but neglect others. A game with deep mechanical agency but no narrative agency may feel purposeless; a game with narrative agency but no mechanical agency may feel like the player is being driven rather than driving.


Presence

Presence is the psychological state where players feel as though they are actually “inside” the game world. It is about the sense of location — being somewhere — rather than the depth of engagement with systems or story.

Three types of presence

Spatial presence — the feeling that the game world is a place you can actually be in.

  • Created by: high-quality graphics and physics, convincing audio, spatial consistency
  • The world must obey coherent internal rules — inconsistency breaks spatial presence

Social presence — the feeling of interacting with other intelligent beings.

  • Created by: believable NPC behaviour, realistic dialogue, multiplayer human interaction
  • Players feel less alone in the world; other minds are perceivable

Self presence — the feeling that you, as the player, are the character you control.

  • Created by: first-person perspective, character customisation, decisions that affect the world
  • When self presence is high, player choices feel personally meaningful rather than abstract

Factors that build presence

  • Visual and audio quality: High-fidelity graphics and sound make the world feel “real”
  • Interactivity: The more the world responds to the player, the more present they feel
  • Narrative engagement: A compelling story draws players in as participants, not observers
  • Consistency: A world that obeys its own rules sustains presence; breaks in consistency shatter it
  • Haptic feedback: Controller vibrations and physical responses reinforce the sense of being “there”

Immersion

Immersion is the depth of engagement — how absorbed the player is in the game. Where presence is about where you feel you are, immersion is about how much of your attention the game commands.

Three types of immersion

TypeDescriptionCreated byExamples
TacticalAbsorbed in moment-to-moment play; focused on immediate decisions and actionsTight feedback loops, responsive controls, clear short-term objectivesLeague of Legends, Call of Duty
StrategicAbsorbed in long-term planning; thinking across sessions and systemsComplexity with accessible entry, systems that reward planning across timeCivilization, Stellaris
NarrativeAbsorbed in the story and worldCompelling characters, branching choices, consistent world-building, emotional stakesThe Witcher 3, Mass Effect

Factors that build immersion

  • Consistency: A world with coherent internal rules deepens immersion
  • Player agency: Meaningful choices make players feel they are active participants
  • Challenge/skill balance: Too easy or too hard breaks immersion; the right balance leads to flow
  • Intuitive controls: Controls that feel natural lower the barrier between player and game world
  • Complex characters and story: Well-developed narrative elements draw players in emotionally

The synergy chain: toward flow

These five elements — Control, Agency, Presence, Immersion, and Flow — are not independent. Each reinforces the next in a chain:

Control → Agency → Presence → Immersion → Flow

How the links work:

  • Control provides the mechanisms of interaction; Agency gives those interactions meaning
  • Agency makes the game world respond believably, enhancing Presence
  • Control schemes that feel natural reduce friction, deepening Immersion
  • High Agency (meaningful choices) deepens Immersion by making consequences feel real
  • Strong Presence reduces distracting awareness of the outside world, making Immersion easier
  • When Immersion is deep, the player is less likely to notice disruptions → Flow becomes accessible
  • Flow is maintained by Agency: meaningful choices at the right skill level keep the player in the zone
  • The Control scheme directly gates Flow: unresponsive or frustrating controls actively break the flow state

What breaks the chain:

Break pointConsequence
Controls are unresponsive or confusingAgency feels denied; presence cannot form
Choices feel meaninglessAgency collapses; world feels hollow
World behaves inconsistentlySpatial presence breaks; player is ejected from the world
Challenge is misjudgedBoredom or frustration; flow is interrupted
Feedback is absent or unclearLearning collapses; the interaction loop fails (see interaction-loops)

VR research: Slater’s place and plausibility illusions

The game design framework above describes presence from the designer’s perspective — what to build and why. VR research provides a complementary perceptual science perspective on how presence actually works in immersive systems.

Mel Slater’s framework (2009), used extensively in Steinicke’s Being Really Virtual, identifies two distinct illusions that together create VR presence:

Place illusion (PI) — the impression of being in a real place. Created by head-coupled perspective rendering: as the user’s head moves, the displayed view updates in real time, providing the same visual feedback the brain expects from physical movement through a real space. Place illusion depends primarily on the sensorimotor contingencies of the display — i.e., does moving your head produce the visual changes you’d expect if you were really there?

Plausibility illusion (Psi) — the sensation that the depicted scenario is actually occurring. Created by the virtual environment responding to the user in believable ways: objects behave according to consistent rules, characters react to the user’s presence, and events unfold with causal logic. Plausibility illusion depends on the credibility of the simulation, not just its visual fidelity.

Key insight: Both illusions occur despite the user knowing the environment is simulated. A user experiencing strong PI and Psi simultaneously will show real physiological responses — increased heart rate when approaching a virtual cliff edge, nervous sweating in a stressful VR scenario — even though they know rationally that they are safe.

Connection to the game design framework: Slater’s PI maps approximately to spatial presence in the CRE133 model, while Psi maps to a combination of social presence (believable characters) and consistency (coherent world rules). The game design framework’s emphasis on control responsiveness as the foundation of the synergy chain is validated by Slater’s finding that sensorimotor contingencies (head tracking fidelity, input responsiveness) are the primary driver of place illusion.

What VR adds: In traditional (screen-based) games, presence is always partial — the player is aware of the screen boundary and the physical room. In VR, head-coupled perspective and field-of-view occlusion remove these cues, making presence qualitatively stronger. This is why VR-specific challenges like cybersickness, avatar embodiment, and the Proteus Effect (where avatar appearance changes real-world behaviour) are design concerns that do not arise in screen-based games. See virtual-reality-fundamentals for full coverage.

(Slater, 2009; Steinicke, Being Really Virtual, see source-being-really-virtual)


In practice

When diagnosing player experience problems, this framework suggests a diagnostic sequence:

  1. Are the controls responsive? → If not, fix control first; nothing above it can function
  2. Do choices feel meaningful? → If not, add consequence and feedback to actions
  3. Does the world feel consistent? → If not, audit rules and visual/audio coherence
  4. Is the challenge calibrated? → If not, adjust difficulty to the skill channel (see flow)
  5. Are players reaching flow? → If not, trace back up the chain for the break

Adaptive systems note

CRE342 extends this framework into adaptive play. Once a game starts changing in response to the player through AI Directors, AI assistance, or adaptive narrative, presence is no longer only about a stable world that the player enters. It also becomes about whether that responsive world feels fair, legible, and trustworthy. If adaptation feels supportive, presence and immersion deepen; if it feels opaque or manipulative, trust collapses even if the system is technically impressive. See psychology-of-adaptive-play. (CRE342 Lectures, see source-cre342-lectures)