Games are often intended to draw us so completely into a fictional world that we forget that ther... more Games are often intended to draw us so completely into a fictional world that we forget that there is a world outside of the game, however, forgetting ourselves in a game means we must come back to ourselves at the end, begging the question: who were we when we were playing? The conventional wisdom of the magic circle (Huizinga 1949) suggests that we press pause on our real lives when we enter a game space. Identity permeability in games, or bleed, (Stark 2012) suggests that there is no such pause button; that players lend their agency and identity to an in-game role, where that agency and identity is altered by the gameplay such that when the players return to themselves they are in some way changed. Bleed occurs when in-game learning is so effective that players experience that learning across two realities, evoking a shift in world view. This is where educational environments become necessary; providing context and community as players learn to re-think their out-of-game reality ...
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