No it is not, or at least not any more than the player ability to accept any fact presented to them.
Thank you! I would rule out "No it is not" on plain facts of the matter: it is perforce players and not their characters that experience things. However, players can have experiences on account of what they pretend (one example of this is feeling sorry for a character in a story... why feel sorry for a person that doesn't exist?)
With that in mind, (and for other reasons laid out in background game studies) I think there is good grounds to propose at least two 'channels' or 'modes' of experience (which I will label
P and
C going forward)
P As a player I experience X as myself
C As a player I experience X as I pretend my character experiences that X
Seeing as characters can't experience game mechanics as such it must be that I experience those mechanics as
P. Motives for believing that could include
I don't picture my character to be thinking "I will roll a d20 and add my strength and athletics modifiers to climb that wall"
I can picture that my character successfully climbs the wall in the fiction no matter how the mechanics determine it. My character has no less climbed the wall whether GM said so, a coin flip decided it, or a procedure containing dozens of factors, steps and dice rolls did so.
Like I said earlier, either the spell levels are diegetic in the setting, or they aren't. It is about the relationship between the rule and the fiction, and that certainly can be determined objectively rather than subjectively.
Spell levels can be
associated with something diegetic in the setting and perhaps meet the test of
entrainment, but regardless I want to give your observation its fullest effect. Hence I want to propose another condition for
process-simulation...
concomittance when invoking and processing a written mechanic I want P and C to overlap
association parts of the written mechanic are associated with things that are accepted as diegetic
entrainment processing the written mechanic follows patterns that map to the behaviours of those things
I can't pretend that my character experiences association or entrainment seeing as they can't be aware of the written mechanics side of those relationships, but I can unite the way I pretend my character thinks about spell levels with the way I as player think about spell levels. One can see that association and entrainment might be favourable in achieving that.
Supposing these notions are right, it ought to be possible to analyze different written mechanics to show that lacks and abundances in those qualities clearly separate them.