It's hard to read all this airy palaver, this buffleheaded pedantry, without shouting, "Get a job." Can these detached structuralist and post-structuralist critics help us understand immersion? Could they ever, ever admit becoming immersed themselves, in anything?
Ah, but can't you see? They're immersed in the argument. They're immersed in their own argument. It's a game in and of its own right. And while you're correct that for the most part this argument has not resulted in "a testable, falsifiable hypothesis," for immersion, I suspect that there is no such thing, or at least where
You're right to question why all of this publishing and discussion hasn't resulted in something which game designers can grab onto. It's a reasonable question, and you locate the problematic concept where "ludologists" and "narrativists" have attempted to pave immersion into (and this is probably a poor characterization of both sides, but useful to press them into a new position):
Code:
Immersion = Narrative;
Immersion = Rules/Structure;
Neither of these is really a structuralist or post-structuralist standpoint. What might be useful is to think of immersion as an emergent category, the result of an interaction between numerous things, of which narrative, rules, structure, are all a component. There are other aspects as well. The reason as you say, "working game designers must still struggle to make their games immersive the old-fashioned way: by playing them," is because this is how they know the product of this complex interrelation.
Game designers have not yet been able to develop tools and concepts (which could be greatly assisted by Game Studies scholars interested in playing that "open-ended puzzle") to make this possible. Think of immersion as an experimental system rather than just a single experiment. If you want a single hypothesis and a single answer, you're selling immersion short. Immersion is bigger than that. It's like culture, expecting a functionalist answer neglects that it's a moving target. This is why academics have a hard time talking.
"No one group can define what is appropriate for the study of games. Game studies, like any organized pursuit of knowledge, is not a zero-sum team contest, but a multi-dimensional, open-ended puzzle that we all are engaged in cooperatively solving."
Unfortunately this debate has already been had, between Science Studies scholars and scientists. It seems that each new (inter)discipline feels compelled to duke it out over again on their own. That "open-ended puzzle" has already been described as a "cat's cradle" by one professor in a History of Consciousness program. Science and Technology Studies (STS) is the (inter)discipline that I come from, one which has not for the most part been accepted as part of the game of Game Studies. We (STS) has already decided that strategic interventions and interaction with those you research is important (though some STILL disagree). I'm a big believer that you'll never really understand it until you get down in the trenches.
So hopefully your article prompts two things:
1.) More interaction/collaboration between Game Studies scholars and Game Developers. The sneering happens from both directions. Both need to learn to speak to one another.
2.) How can we think about immersion in a way that is both productive for game developers, but open to new kinds/methods/... of immersion?