Magic circle continues to be a hotly debated term in game studies. The term is intuitively accepted, useful in describing the difference between play and non-play; a handy metaphor that acts as intellectual shorthand for a more complex set of social relations. However, if it i
This chapter analyses the relationship between players, the game world, and the ordinary world in al...
There have been several sociologists who have written, sometimes quite extensively and informatively...
As pervasive gaming becomes more common, the question of what boundaries and rituals make up play at...
This article reviews the history of the concept of the magic circle, its criticism and the numerous ...
As a concept, the magic circle is in reality just 4 years old. Whilst often accredited to Johan Huiz...
This article deals with establishing and discussing the concept of magic circle - often present in g...
The magic circle is a concept taken from Johan Huizinga’s 1938 book Homo Ludens and is used to descr...
Games are created through the act of gameplay, which is contingent on player acts. However, to under...
Games are created through the act of gameplay, which is contingent on player acts. However, to under...
Huizinga's concept of a 'magic circle' has been used to depict computer games and gam...
This article deals with establishing and discussing the concept of magic circle - often present in g...
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...
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...
This chapter analyses the relationship between players, the game world, and the ordinary world in al...
There have been several sociologists who have written, sometimes quite extensively and informatively...
As pervasive gaming becomes more common, the question of what boundaries and rituals make up play at...
This article reviews the history of the concept of the magic circle, its criticism and the numerous ...
As a concept, the magic circle is in reality just 4 years old. Whilst often accredited to Johan Huiz...
This article deals with establishing and discussing the concept of magic circle - often present in g...
The magic circle is a concept taken from Johan Huizinga’s 1938 book Homo Ludens and is used to descr...
Games are created through the act of gameplay, which is contingent on player acts. However, to under...
Games are created through the act of gameplay, which is contingent on player acts. However, to under...
Huizinga's concept of a 'magic circle' has been used to depict computer games and gam...
This article deals with establishing and discussing the concept of magic circle - often present in g...
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...
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...
This chapter analyses the relationship between players, the game world, and the ordinary world in al...
There have been several sociologists who have written, sometimes quite extensively and informatively...
As pervasive gaming becomes more common, the question of what boundaries and rituals make up play at...