In:Narrative Absorption
Edited by Frank Hakemulder, Moniek M. Kuijpers, Ed S. Tan, Katalin Bálint and Miruna M. Doicaru
[Linguistic Approaches to Literature 27] 2017
► pp. 315–319
Index
Published online: 9 November 2017
https://doi.org/10.1075/lal.27.index
https://doi.org/10.1075/lal.27.index
A
- absolute sleeper effect 60, 61
- absorption 70, 97, 110, 199, 200, 217, 218, 225, 226, 228, 230, 232, 234, 236, 240, 242, 254–257, 274, 301
- absorption-like states 2, 5, 218, 219, 221, 223, 226, 234, 236
- action density 78, 79
- action tendency55
- advertisement58
- aesthetic121
- aesthetic appreciation184
- aesthetic attitude 220–222
- aesthetic feeling 89, 217, 240
- aesthetic mindset112
- aesthetic object 33, 220–222
- aesthetic outcome 217, 220, 236, 238, 239, 240, 241
- aesthetic response 218, 236, 237
- aesthetic trajectory77
- affective realism 230, 234, 235, 241
- aha experience78
- alignment169
- altered sense of time 227, 234, 235, 241
- alternative perspective 230, 232, 233, 235
- anticipation106
- artifact98
- artifact absorption113
- ASQ 217–219, 225, 227, 228, 230, 233–236, 238, 241, 242
- assimilative vs. accommodative process90
- attention 73, 88, 100, 101, 180, 181, 185, 189–191, 194, 217, 218, 222, 226–228, 234, 235, 242
- attentional focus 14–16, 73, 88, 140, 218, 226
- attentional reorienting 217, 218, 225–227, 234
- attentional routine106
- attentional theory of cinematic continuity106
- attitude 57, 58, 59, 219, 230
- attitude change 52, 217
- autism302
- automated screen-extracted gameplay161
- background trajectory240
- Battlefield 3, 162
- behavioral assimilation 59, 60
- behavioral intention59
- being moved 237–239
- belief 54, 55, 56
- belief change55
- causal explanation 238–240
- character 61, 224, 225, 230, 232, 240
- character attribute168
- character emotion79
- character's perspective 170, 223
- character's physical trait168
- character's psychological state167
- cinema121
- classical style108
- cognitive load 179, 192
- cognitive processing 209–210
- computer game128
- concentration 217, 218, 221, 222, 225, 226, 234
- connection with character53
- consciousness 99, 100, 102, 110, 111
- continuity editing108
- controversial issue58
- counter arguing 52, 53, 275, 282, 283
- co-viewer 147, 148
- cultural value120
- cultural worldview262
- curiosity 75, 76, 77, 78
- deeply captured 237–239
- deictic center 219, 223, 224, 228
- deictic shift 19, 34, 221, 228–230
- descriptive density 78, 79
- diegetic 124, 125, 127
- discourse organization75
- dispositif (apparatus)122
- dream 120, 121, 122, 123, 124, 125, 126, 128, 130
- dual awareness 97, 98, 102
- ease of processing51
- EFA 218, 226, 230, 233–236
- ego depletion260
- einfühlung74
- elaboration 210–211
- elaboration likelihood model 275, 282, 283
- elevation264
- embodied space 217, 218, 230, 235, 240, 242
- embodiment305
- emotion 54, 167, 169
- emotional engagement 54, 162, 180, 181, 189, 191, 218, 239
- emotional flow55
- emotional response 55, 74, 75, 202, 206, 208
- empathic performative shift 223, 224
- empathy 74, 169, 224, 225, 232, 236, 256
- enjoyment 14, 20, 21, 24, 52, 135, 218
- entertainment 120, 253, 254
- entertainment overcoming resistance model 52, 273
- enunciation127
- episodic characteristic of identification164
- epistemic identification169
- EQ 218, 225, 237
- error57
- eudaimonic 254, 255, 259, 266
- event schemas 104, 107
- evocative imagery 237–239
- exemplification59
- experience of virtual space172
- experience taking 141, 145–147
- experiential disclosure 219, 220, 222, 223
- explanatory outcomes 217, 236, 238–240
- explanatory revision 230, 235, 238–240
- expression-centered explication 219–222, 225, 236, 237, 240
- expressive enactment 217, 218, 226, 230, 235–240, 242
- extended-elaboration likelihood model273
- extra-personal space 217, 225, 228–230, 235, 241
- eye movement control 71, 72
- facial expression162
- false information61
- familiarity 71, 72, 159
- fear86
- film style108
- film technology108
- first-person perspective 158, 159, 165, 172
- flow 12–17, 24, 52, 73, 232
- fluency71
- foreground trajectory240
- foregrounding 89, 113, 240
- frame switch165
- game 165, 304
- game violence159
- gameplay experience161
- games of progression162
- game-world 160, 167, 169
- genre113
- global transportation72
- global workspace99
- happiness263
- health behavior60
- horror 129, 262, 257
- hypofrontality73
- identification 14, 19, 20, 24, 52, 53, 74, 133, 134, 158, 159, 161, 162, 163, 164, 167, 170, 172, 275, 282, 283, 299
- identification with the aggressor159
- identity experimentation163
- illusion98
- imagery 14, 15, 19, 24, 218, 228, 232, 237
- imagery potential83
- immersion 12, 15, 51, 71, 72, 78, 79, 85, 86, 87, 88, 89, 120, 128–130, 165, 217, 219, 221, 232, 240
- immersion potential 79, 81
- impact of games on player157
- implicit measure of immersion 73, 80
- incorrect information57
- inexpressible realizations 237, 238, 241
- inference-driven interpretation 219–222, 225, 235, 239, 240
- in-game behavior162
- in-game camera 169, 170, 171
- initiating event 178, 181, 184
- inner life of character 70, 88
- inner world 166, 167
- instruction50
- integrative comprehension 217, 218, 226, 230, 235, 236, 238–242
- interactive narrative62
- interest 21, 237, 242
- interestingness105
- interpretation 135, 221
- interview162
- involvement 14, 21, 24, 165
- left hemisphere72
- likeability 138, 144
- liking 53, 134
- linguistic shift165
- literary reading 69, 74, 75, 217, 218, 220, 221, 223, 225–227, 229, 234, 236, 238, 241, 242
- long-term effect60
- loss of self-awareness 275, 282, 283
- macroscopic variable79
- Max Payne 3, 162
- meaning focus 227, 234
- meaningfulness 254–257, 259, 260
- mental imagery 54, 218
- mental model 15, 17–19, 209, 210
- mentalizing 222, 238, 239, 295
- metaphor 212, 213, 220, 223–225, 229, 240
- metaphoric vehicle 223, 229, 231
- microscopic variable79
- moderating factor286
- modes of reception114
- mood empathy74
- mood management258
- moral disengagement 135, 136
- moral elevation62
- morality120
- motor enactment78
- multiple narrative63
- narrative 50, 63, 288
- narrative absorption 51, 180, 181
- narrative as simulation105
- narrative engagement 12, 14–16, 218, 219, 221, 232, 239
- narrative engagement scale50
- narrative experience 12, 14, 22
- narrative fiction294
- narrative health impact272
- narrative personae 224, 231, 232, 238, 242
- narrative persuasion59
- narrative presence 15, 16, 19, 24, 34, 218, 228
- narrative quality51
- narrative structure 83, 103, 178, 214
- narrative understanding 15, 218, 239
- narrator intelligibility 238–240
- need for affect 51, 260
- need to be informed56
- needs, higher-order260
- negative characters53
- neural net analysis84
- neurocognitive poetics (ncpm) 70, 72, 77, 89, 90
- nonfictional narratives56
- open reflection 217, 221, 222, 226–228, 234, 235, 238, 241
- openness to experience257
- outcome event 178, 179
- p-actions performed by the player168
- parasocial interaction 137, 139, 140
- parasocial relationship 138, 146
- perceived discord238
- perceived realism 14, 20, 24, 53, 54, 201, 203, 204
- perception 84, 85
- perception shot170
- perceptual identification 160, 169, 170, 171
- performative explication 221–225, 231, 233, 240
- peri-personal space 225, 229, 230, 235, 236, 240–242
- personal memory 202, 203, 206, 208
- personal relevance61
- personality 80, 87
- personality trait 139, 142
- perspective-taking 144, 145, 163, 217, 219, 225, 230–233, 235, 239–241
- persuasion 55, 57, 275, 282, 283
- phenomenological action space168
- phenomenological perspective 219, 221, 222, 227, 231
- physical identification 160, 169, 171
- physical movements162
- physiological response161
- players perspective158
- pleasure 220, 237, 242, 253, 254, 258
- plot coherence 238–240
- point-of-view 158, 161, 172
- pre-enactive empathy 217, 219, 225, 230–233, 235, 236, 239–242
- presence 12, 14, 22, 52, 159, 160, 161, 162, 165
- protagonist perspective network72
- psychometric 114, 194, 209, 217, 220, 221, 236
- rating scale73
- reactive engagement 218, 230–232, 235, 236
- reactive vs. reflective process90
- reader response theories72
- reading70
- reading duration81
- reading mode 72, 87
- realism 172, 217, 219, 225, 233–235, 240
- realistic conduct 230, 234, 235, 241
- reality 120, 122–126, 128, 130
- reminding 53, 202
- repertoire71
- representation101
- resilience62
- resistance 52, 275, 282, 283
- resisting personal distraction 227, 234, 235
- resisting task-related distraction 227, 234, 235
- restorative narrative62
- right hemisphere72
- risk perception61
- Sandman studies81
- schematic world knowledge 233, 236
- seeking out information60
- self 61, 136, 137, 140, 147, 260, 305
- self-efficacy59
- self-esteem262
- self-implicating givenness 217, 219, 225, 230, 233–236, 240–242
- self-other relations 217, 232, 233, 235, 240, 242
- self-perceptual depth 237, 238, 241
- self-referencing 275, 282, 283, 284, 287
- self-regulation61
- self-relevant outcome61
- sense of being in the fictional world165
- sense of distance between the player and character168
- sense of human connection62
- sense of personal responsibility63
- shift between first person and third person164
- shift to narrative time 227, 234, 235, 241
- side participation 230, 232, 233, 235
- similarity 141–143, 148
- simulation 126, 129, 238, 239, 242, 299
- simulator72
- situation models 72, 219–221, 224, 228, 233, 238–240
- social cognitive theory274
- sound perspective170
- spatial presence 165, 172
- spectator 120–129
- story world 72, 110, 114, 228, 230
- story world absorption 13, 14, 20, 24
- story world absorption scale 15, 38, 43, 73, 80, 184, 218, 193, 218
- story-consistent behavioral intention59
- structural equation model 226, 236, 238
- structural-affect theory178
- subconscious process80
- sublime disquietude 237–242
- sublime feeling 236, 237, 242
- subliminal representation101
- super-conscious112
- surprise 75, 77
- suspense 75, 76, 77, 80, 86, 107, 177–182
- suspense delay 178, 179, 181, 191
- suspense scale184
- sympathy 169, 232, 236
- terror management theory262
- text feature 51, 70, 240
- text personae 224, 231, 235, 236
- text world 70, 223, 224, 228–231
- text world theory210
- textual object 219, 222, 237
- theory-of-mind 72, 295
- third person game 158, 159
- third-person perspective 171, 172
- thoughts generated in response to the narrative 275, 282, 283
- transportability 51, 255
- transportability scale51
- transportation 12, 13, 14, 16, 24, 49, 50, 72, 139, 140, 200, 201, 202, 206, 208, 217–219, 221, 224, 225, 228, 232, 256, 275, 282, 283, 299
- transportation scale 50, 275, 282, 283
- transportation-belief change56
- transportation-imagery model 15, 19, 54, 272
- transporting performative shift 223, 224
- trauma62
- unfamiliarity72
- unitary experience 99, 102, 109, 114
- verisimilitude 217, 233–235, 240–242
- vicarious experience285
- virtual actions performed by the character168
- virtual reality 128–129
- visual feature108
- vividness146
- voice-over166
- wish fulfillment 123, 126, 128
- word recognition 71, 72
