Consciousness enables experience, and each can be placed on a spectrum [1,14]. Experience is more robust and multidirectional, though the possibility exists for it to be bidirectional (particularly for the geometrician working along a line, but also generally when considering between two given options). Consciousness is synonymous informally with awareness. When one is conscious, they are aware, and vice versa. Awareness can be quantified in terms of being "greater" or "lesser". For example, one may be more aware of certain aspects of experience than others given selective attention.Experience is the basic unit of analysis for phenomenology. While experience may be operationalized as qualia to address "what things are like" [20], the former may also be treated as a formal primitive. Phenomena are events as they appear to or present themselves for conscious perceivers. In ordinary use, experiences are assumed to be significant events or happenings.Phenomenal experience is qualitative. It is characterized as such by description through adjectives (e.g., "good" or "bad"). Experiences can be categorized into types, e.g. into the learning kind (as in the "learning experience"). If an experience is rich, then it has richness that may be qualified-described further in terms of what makes it so-or quantified. Growth may result from the victorious experience. This is so in battle-based role playing games (RPGs), where successfully defeating one's opponent earns experience points that contribute to the possible level-up of one or more of the player's team members (as in Pokémon and Fire Emblem, two of the most popular Japanese action-adventure RPG series).It is posited that the self, after being immersed in something greater than it, has potential to emerge greater than it was prior [2,3]. Positive psychology recognizes such an immersed state as being one of flow or engagement. Subjective immersion [6] can be reported on to certain extents of meaningfulness and accuracy. Immersion can be qualified, e.g. via description of an activity's meaning to the human actor, or perhaps quantified. Perhaps the optimal flow experience is only quantifiable as being infinitely enjoyable, enriching, engaging, and/or meaningful, among other possible measures.1 Augmented psychology was argued for in [11] with the proposal of augmented mind, including augmented cognition, affect, and conation. AugPsy may also include augmented body [66], consisting of the deviceattaching human and their technologically extended self [67]. The AugPsy program propounded in this chapter is to be distinguished from Augmented Psychology as the psychological intervention using metaphorical experiences in virtual reality (VR), conceived on the basis of hypothesized "last frontiers" of neuroscientific research [71].