English
Theorists of make-believe have clearly described the mental state readers or movie/theater audiences experience, halfway between belief and disbelief, as one “makes oneself believe.” However, video games call for an interaction which modifies the situation. How does the immersion occur? This paper looks into the central part played by the avatar, which brings out the projection of the self into the virtual world, and considers the different types of immersion which rely both on the manipulation of the avatar and the elaboration of the narrative.