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Redshift Analysis Picture 3
12023-11-01T15:10:16+00:00Chelsea Kodiaga06f6c62b523856856f47583181eb933716cbaa5f1491Screenshot of the medium place by Redshift and Portalmetalplain2023-11-01T15:10:16+00:00Chelsea Kodiaga06f6c62b523856856f47583181eb933716cbaa5f
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12023-11-01T14:55:41+00:00Analysis of Redshift4Chelsea, Nicole, Arielplain2023-11-01T15:25:15+00:00 In immersive experiences, it is important for the developer to establish a boundary between the world that they create and our reality. To do this there needs to be an explicit way into the world and out. As Murray explains, "For purposes of experiencing multisensory immersion, one of the simplest ways to structure participation is to adopt the format of a visit. The visit metaphor is particularly appropriate for establishing a border between the virtual world and ordinary life because a visit involves explicit limits on both time and space" (Murray 5). In Redshift and Portalmetal by Micha Cardenas, the player follows the protagonist Roha in her journey to find her home in space. The multisensory immersion described by Murray is seen in this interactive story. Roha visits multiple different planets separate from what she knows as home. However, in this case, she needs to find a new home which would alter this proponent of the type of immersion she describes. This would combine the virtual world and her ordinary life until the visit becomes permanent.