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Journal mutations
Part of
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
◄
previous
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 tendency
55
advertisement
58
aesthetic
121
aesthetic appreciation
184
aesthetic attitude
220–222
aesthetic feeling
89, 217, 240
aesthetic mindset
112
aesthetic object
33, 220–222
aesthetic outcome
217, 220, 236, 238, 239, 240, 241
aesthetic response
218, 236, 237
aesthetic trajectory
77
affective realism
230, 234, 235, 241
aha experience
78
alignment
169
altered sense of time
227, 234, 235, 241
alternative perspective
230, 232, 233, 235
anticipation
106
artifact
98
artifact absorption
113
ASQ
217–219, 225, 227, 228, 230, 233–236, 238, 241, 242
assimilative vs. accommodative process
90
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 routine
106
attentional theory of cinematic continuity
106
attitude
57, 58, 59, 219, 230
attitude change
52, 217
autism
302
automated screen-extracted gameplay
161
background trajectory
240
Battlefield
3, 162
behavioral assimilation
59, 60
behavioral intention
59
being moved
237–239
belief
54, 55, 56
belief change
55
causal explanation
238–240
character
61, 224, 225, 230, 232, 240
character attribute
168
character emotion
79
character's perspective
170, 223
character's physical trait
168
character's psychological state
167
cinema
121
classical style
108
cognitive load
179, 192
cognitive processing
209–210
computer game
128
concentration
217, 218, 221, 222, 225, 226, 234
connection with character
53
consciousness
99, 100, 102, 110, 111
continuity editing
108
controversial issue
58
counter arguing
52, 53, 275, 282, 283
co-viewer
147, 148
cultural value
120
cultural worldview
262
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 organization
75
dispositif (apparatus)
122
dream
120, 121, 122, 123, 124, 125, 126, 128, 130
dual awareness
97, 98, 102
ease of processing
51
EFA
218, 226, 230, 233–236
ego depletion
260
einfühlung
74
elaboration
210–211
elaboration likelihood model
275, 282, 283
elevation
264
embodied space
217, 218, 230, 235, 240, 242
embodiment
305
emotion
54, 167, 169
emotional engagement
54, 162, 180, 181, 189, 191, 218, 239
emotional flow
55
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
enunciation
127
episodic characteristic of identification
164
epistemic identification
169
EQ
218, 225, 237
error
57
eudaimonic
254, 255, 259, 266
event schemas
104, 107
evocative imagery
237–239
exemplification
59
experience of virtual space
172
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 model
273
extra-personal space
217, 225, 228–230, 235, 241
eye movement control
71, 72
facial expression
162
false information
61
familiarity
71, 72, 159
fear
86
film style
108
film technology
108
first-person perspective
158, 159, 165, 172
flow
12–17, 24, 52, 73, 232
fluency
71
foreground trajectory
240
foregrounding
89, 113, 240
frame switch
165
game
165, 304
game violence
159
gameplay experience
161
games of progression
162
game-world
160, 167, 169
genre
113
global transportation
72
global workspace
99
happiness
263
health behavior
60
horror
129, 262, 257
hypofrontality
73
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 aggressor
159
identity experimentation
163
illusion
98
imagery
14, 15, 19, 24, 218, 228, 232, 237
imagery potential
83
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 player
157
implicit measure of immersion
73, 80
incorrect information
57
inexpressible realizations
237, 238, 241
inference-driven interpretation
219–222, 225, 235, 239, 240
in-game behavior
162
in-game camera
169, 170, 171
initiating event
178, 181, 184
inner life of character
70, 88
inner world
166, 167
instruction
50
integrative comprehension
217, 218, 226, 230, 235, 236, 238–242
interactive narrative
62
interest
21, 237, 242
interestingness
105
interpretation
135, 221
interview
162
involvement
14, 21, 24, 165
left hemisphere
72
likeability
138, 144
liking
53, 134
linguistic shift
165
literary reading
69, 74, 75, 217, 218, 220, 221, 223, 225–227, 229, 234, 236, 238, 241, 242
long-term effect
60
loss of self-awareness
275, 282, 283
macroscopic variable
79
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 variable
79
moderating factor
286
modes of reception
114
mood empathy
74
mood management
258
moral disengagement
135, 136
moral elevation
62
morality
120
motor enactment
78
multiple narrative
63
narrative
50, 63, 288
narrative absorption
51, 180, 181
narrative as simulation
105
narrative engagement
12, 14–16, 218, 219, 221, 232, 239
narrative engagement scale
50
narrative experience
12, 14, 22
narrative fiction
294
narrative health impact
272
narrative personae
224, 231, 232, 238, 242
narrative persuasion
59
narrative presence
15, 16, 19, 24, 34, 218, 228
narrative quality
51
narrative structure
83, 103, 178, 214
narrative understanding
15, 218, 239
narrator intelligibility
238–240
need for affect
51, 260
need to be informed
56
needs, higher-order
260
negative characters
53
neural net analysis
84
neurocognitive poetics (ncpm)
70, 72, 77, 89, 90
nonfictional narratives
56
open reflection
217, 221, 222, 226–228, 234, 235, 238, 241
openness to experience
257
outcome event
178, 179
p-actions performed by the player
168
parasocial interaction
137, 139, 140
parasocial relationship
138, 146
perceived discord
238
perceived realism
14, 20, 24, 53, 54, 201, 203, 204
perception
84, 85
perception shot
170
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 relevance
61
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 space
168
phenomenological perspective
219, 221, 222, 227, 231
physical identification
160, 169, 171
physical movements
162
physiological response
161
players perspective
158
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 network
72
psychometric
114, 194, 209, 217, 220, 221, 236
rating scale
73
reactive engagement
218, 230–232, 235, 236
reactive vs. reflective process
90
reader response theories
72
reading
70
reading duration
81
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
repertoire
71
representation
101
resilience
62
resistance
52, 275, 282, 283
resisting personal distraction
227, 234, 235
resisting task-related distraction
227, 234, 235
restorative narrative
62
right hemisphere
72
risk perception
61
Sandman studies
81
schematic world knowledge
233, 236
seeking out information
60
self
61, 136, 137, 140, 147, 260, 305
self-efficacy
59
self-esteem
262
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-regulation
61
self-relevant outcome
61
sense of being in the fictional world
165
sense of distance between the player and character
168
sense of human connection
62
sense of personal responsibility
63
shift between first person and third person
164
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
simulator
72
situation models
72, 219–221, 224, 228, 233, 238–240
social cognitive theory
274
sound perspective
170
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 intention
59
structural equation model
226, 236, 238
structural-affect theory
178
subconscious process
80
sublime disquietude
237–242
sublime feeling
236, 237, 242
subliminal representation
101
super-conscious
112
surprise
75, 77
suspense
75, 76, 77, 80, 86, 107, 177–182
suspense delay
178, 179, 181, 191
suspense scale
184
sympathy
169, 232, 236
terror management theory
262
text feature
51, 70, 240
text personae
224, 231, 235, 236
text world
70, 223, 224, 228–231
text world theory
210
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 scale
51
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 change
56
transportation-imagery model
15, 19, 54, 272
transporting performative shift
223, 224
trauma
62
unfamiliarity
72
unitary experience
99, 102, 109, 114
verisimilitude
217, 233–235, 240–242
vicarious experience
285
virtual actions performed by the character
168
virtual reality
128–129
visual feature
108
vividness
146
voice-over
166
wish fulfillment
123, 126, 128
word recognition
71, 72