111 pages + Appendix 8 pages This study addresses the temporal and spatial boundaries of the play of massively multiplayer online role-playing game World of Warcraft with phenomenological and autoethnographical approach. The study assesses if the play happens inside a magic circle and can this magic circle be equated with the digital game. Magic circle is concept defined by Johan Huizinga (1938) and it maintains that play activity is spatially and temporally separated activity. In this study the play experience of the author has been taken as the starting point of the autoetnographic evaluation and through the play-experience it is assessed if the play is disclosed to the game or if it surpasses the limits of the game. The study suggests th...
The relationship between the fantasy genre and the medium of computer games has always been a very t...
This study aims to identify factors influencing people’s recognition of space in virtual reality. Ou...
Includes bibliographical references (pages 94-103)Over the last ten years, society has become increa...
Currently, game research is characterized by the (re)construction of contested boundaries such as th...
Tämä tutkimus käsittelee massiivisesti monipelattavan netti rooli-peli World of Warcratin pelaamisen...
As pervasive gaming becomes more common, the question of what boundaries and rituals make up play at...
This thesis explores the specific practices of group gameplay (called ‘raiding’) in the massively mu...
Convergent media and communication technologies have changed what it means for games to be mobile, b...
As a concept, the magic circle is in reality just 4 years old. Whilst often accredited to Johan Huiz...
As pervasive gaming becomes more common, the question of what boundaries and rituals make up play at...
Massively multiplayer online role-playing games (MMOs) are spaces of socialization and relationship ...
Massively multiplayer online role-playing games (MMOs) are spaces of socialization and relationship ...
In this article, the author investigates how computer games can be understood as sociospatial practi...
This paper is concerned with the dimensions of time and space of multi player online games along wit...
This paper discusses two main claims made about virtual worlds: first, that people become “immersed”...
The relationship between the fantasy genre and the medium of computer games has always been a very t...
This study aims to identify factors influencing people’s recognition of space in virtual reality. Ou...
Includes bibliographical references (pages 94-103)Over the last ten years, society has become increa...
Currently, game research is characterized by the (re)construction of contested boundaries such as th...
Tämä tutkimus käsittelee massiivisesti monipelattavan netti rooli-peli World of Warcratin pelaamisen...
As pervasive gaming becomes more common, the question of what boundaries and rituals make up play at...
This thesis explores the specific practices of group gameplay (called ‘raiding’) in the massively mu...
Convergent media and communication technologies have changed what it means for games to be mobile, b...
As a concept, the magic circle is in reality just 4 years old. Whilst often accredited to Johan Huiz...
As pervasive gaming becomes more common, the question of what boundaries and rituals make up play at...
Massively multiplayer online role-playing games (MMOs) are spaces of socialization and relationship ...
Massively multiplayer online role-playing games (MMOs) are spaces of socialization and relationship ...
In this article, the author investigates how computer games can be understood as sociospatial practi...
This paper is concerned with the dimensions of time and space of multi player online games along wit...
This paper discusses two main claims made about virtual worlds: first, that people become “immersed”...
The relationship between the fantasy genre and the medium of computer games has always been a very t...
This study aims to identify factors influencing people’s recognition of space in virtual reality. Ou...
Includes bibliographical references (pages 94-103)Over the last ten years, society has become increa...