A game’s psychological or emotional components inspiring an instinctive response. Players feeling fear or sadness, perspiring, jumping in their seat or trying to tilt controllers to follow on-screen actions are all examples of transference. It is one indicator of immersion.

Uncomfortable moments of transference occur in particularly stressful moments, where Dead Space requires your skills, but audio-visual nightmares and time constraints make you fumble, like Isaac fumbling tragically in that dark spaceship.”