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Magic Circle

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lightbulbAbout this topic
The Magic Circle refers to a conceptual boundary that separates the world of play or performance from reality, within which the rules of the game or theatrical experience apply. It is a critical framework in game studies and performance theory, emphasizing the immersive and transformative nature of participatory experiences.
lightbulbAbout this topic
The Magic Circle refers to a conceptual boundary that separates the world of play or performance from reality, within which the rules of the game or theatrical experience apply. It is a critical framework in game studies and performance theory, emphasizing the immersive and transformative nature of participatory experiences.
Games are created through the act of gameplay, which is contingent on player acts. However, to understand gameplay, we must also investigate contexts, justifications, and limitations. Cheating can be an excellent path into studying the... more
This article explores the world-building activities of players of the tabletop game Blood Bowl—a game that parodies American Football within a fantasy setting. It utilizes a ritual framework to focus on players’ activities relating to the... more
Within videogame culture there are many references to famous breaks of the fourth wall: Psycho Mantis' reading of the memory card in Metal Gear Solid, X-Men's use of the Sega Megadrive's reset button, Startropics' use of the letter... more
O presente artigo pretende discutir o processo de formação de identidades sociais online nos ‘mundos virtuais’ - nossa hipótese é a de que a presença do que Salen e Zimmerman (2003) chamam de ‘círculo mágico’ exerça uma força... more
In this paper we explore how mobile devices and co-location in mobile contexts contribute social play in game design, addressing the limited understanding of social interactivity in mobile games. Using the Mechanics-Dynamics-Aesthetics... more
The brigand Procrustes dispatched his victims by stretching or trimming their bodies in order that they be made to fit his bed. Considered as a scientific theory, McLuhan's four "laws of media" risk violating communications research in a... more
ATUALIZAÇÃO: Uma versão atualizada e ampliada deste artigo foi publicada na Verso e Reverso: Revista da Comunicação. Com o título "Isto é uma brincadeira? Por uma fenomenologia do jogar: o 'círculo mágico' como mediador das relações e... more
This paper proposes a critical discussion about the magic circle concept, through a debate with prior works on the issue, as those elaborated by Johan Huizinga and Katie Salen & Eric Zimmerman, as well as with cognitive psychology studies... more
Agon, alea, mimicry, ilinx: the four types of game/play distinguished by Roger Caillois (1958/2001) have become classic terms in game studies. Now Artur Skweres is aiming at introducing Caillois’ concepts to film studies, and he is... more
В статье на примере неиммерсивных игр (тамагочи, дигимонов, Pokémon Go, первазивных игр) рассматривается предложенное Й. Хейзингой понятие магического круга, то есть границы между игрой и не-игрой. Неиммерсивные медиа рассчитаны на особый... more
Recent advances in the technologies of virtual and augmented reality give a rise to discussions of legal problems both in serious and seemingly unserious contexts. As for the serious, one may recall a case of 2019 where a British soldier... more
Cari amici, ho il piacere di confermarvi l’attivazione della summer school “La Magia nell’Antichità Classica. Documentazione e Metodi di Studio” (6-8 settembre 2018, Genzano di Roma), iniziativa promossa dal Museo delle Religioni... more
The Stanley Parable es un ejemplo magistral de metajuego, por medio del cual se realiza una reflexión paródica sobre el lenguaje videolúdico y su diferencia con la narrativa tradicional. Con este artículo se pretende llevar a cabo una... more
Este artigo pretende refletir acerca dos jogos pervasivos enquanto espaços heterotópicos a partir das noções de presença e performance. Busca-se com esta reflexão considerar o corpo enquanto parte de uma espacialidade que ocupa não apenas... more
A discussion on the magic circle and location-based games.
This chapter considers the process of online social identity construction and how it is presented in virtual worlds – environments that although carrying a solid heritage of the pure online interaction tools, such as chat rooms, are still... more
A proposta deste artigo consiste em analisar a estratégia de narrativa transmídia, utilizada pela empresa Blizzard Entertainment para explorar o universo ficcional da franquia dos jogos Diablo para computador, buscando compreender como as... more
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