As pervasive gaming becomes more common, the question of what boundaries and rituals make up play attains greater importance. While commonly-held conceptions of play formulate it as delineated, rigid, structured, and characterized by a stringent set of symbolic boundaries, pervasive mobile games push at the walls of the demarcated magic circle and, in the process of seeking multiple theoretical transgressions, pose questions about the implication of players and non-players in games that can mask their status as such. This paper prods the ethics of transgressing the player/non-player divide through the analysis of several pervasive games and the design frameworks of their creators. _____________________ As may not be apparent from other pres...
Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, perv...
Why do we play games and why do we play them on computers? The contributors of »Games and Rules« tak...
RefereedGames have intruded into popular, academic, and policymaker awareness to an unprecedented le...
As pervasive gaming becomes more common, the question of what boundaries and rituals make up play at...
As pervasive gaming becomes more common, the question of what boundaries and rituals make up play at...
While the emphasis in traditional game theory has been on the rule formations and zone demarcations ...
Games are created through the act of gameplay, which is contingent on player acts. However, to under...
As a concept, the magic circle is in reality just 4 years old. Whilst often accredited to Johan Huiz...
In his introduction to the 2005 issue of the journal Game Studies, Jesper Juul describes computer ga...
Convergent media and communication technologies have changed what it means for games to be mobile, b...
Huizinga's concept of a 'magic circle' has been used to depict computer games and gam...
The magic circle is a concept taken from Johan Huizinga’s 1938 book Homo Ludens and is used to descr...
www.sdu.dk/hum/bkw/ Abstract. This article explores the theoretical nature of pervasive games (PG). ...
The discourses around games have tended to focus upon either their artefactual qualities or the phen...
This chapter analyses the relationship between players, the game world, and the ordinary world in al...
Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, perv...
Why do we play games and why do we play them on computers? The contributors of »Games and Rules« tak...
RefereedGames have intruded into popular, academic, and policymaker awareness to an unprecedented le...
As pervasive gaming becomes more common, the question of what boundaries and rituals make up play at...
As pervasive gaming becomes more common, the question of what boundaries and rituals make up play at...
While the emphasis in traditional game theory has been on the rule formations and zone demarcations ...
Games are created through the act of gameplay, which is contingent on player acts. However, to under...
As a concept, the magic circle is in reality just 4 years old. Whilst often accredited to Johan Huiz...
In his introduction to the 2005 issue of the journal Game Studies, Jesper Juul describes computer ga...
Convergent media and communication technologies have changed what it means for games to be mobile, b...
Huizinga's concept of a 'magic circle' has been used to depict computer games and gam...
The magic circle is a concept taken from Johan Huizinga’s 1938 book Homo Ludens and is used to descr...
www.sdu.dk/hum/bkw/ Abstract. This article explores the theoretical nature of pervasive games (PG). ...
The discourses around games have tended to focus upon either their artefactual qualities or the phen...
This chapter analyses the relationship between players, the game world, and the ordinary world in al...
Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, perv...
Why do we play games and why do we play them on computers? The contributors of »Games and Rules« tak...
RefereedGames have intruded into popular, academic, and policymaker awareness to an unprecedented le...