Huizinga's concept of a 'magic circle' has been used to depict computer games and gaming activities as something separate from ordinary life. In this view, games are special (magical) and they only come to life within temporal and spatial borders that are enacted and performed by the participants. This article discusses the concept of a 'magic circle' and finds that it lacks specificity. Attempts to use the concept of a magic circle create a number of anomalies that are problematic. This is not, as has been suggested earlier, primarily a matter of the genre of the game, or a discussion of what an appropriate definition of a 'game' might ...
As pervasive gaming becomes more common, the question of what boundaries and rituals make up play at...
This article focuses on how the “everyday" has colonized and complicated the virtual world. Using ex...
There have been several sociologists who have written, sometimes quite extensively and informatively...
The magic circle is a concept taken from Johan Huizinga’s 1938 book Homo Ludens and is used to descr...
This chapter analyses the relationship between players, the game world, and the ordinary world in al...
As a concept, the magic circle is in reality just 4 years old. Whilst often accredited to Johan Huiz...
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...
Convergent media and communication technologies have changed what it means for games to be mobile, b...
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...
This article deals with establishing and discussing the concept of magic circle - often present in g...
Four types of interactive environments explored ways to extend gaming beyond the limitations of the ...
This article deals with establishing and discussing the concept of magic circle - often present in g...
In his introduction to the 2005 issue of the journal Game Studies, Jesper Juul describes computer ga...
As pervasive gaming becomes more common, the question of what boundaries and rituals make up play at...
This article focuses on how the “everyday" has colonized and complicated the virtual world. Using ex...
There have been several sociologists who have written, sometimes quite extensively and informatively...
The magic circle is a concept taken from Johan Huizinga’s 1938 book Homo Ludens and is used to descr...
This chapter analyses the relationship between players, the game world, and the ordinary world in al...
As a concept, the magic circle is in reality just 4 years old. Whilst often accredited to Johan Huiz...
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...
Convergent media and communication technologies have changed what it means for games to be mobile, b...
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...
This article deals with establishing and discussing the concept of magic circle - often present in g...
Four types of interactive environments explored ways to extend gaming beyond the limitations of the ...
This article deals with establishing and discussing the concept of magic circle - often present in g...
In his introduction to the 2005 issue of the journal Game Studies, Jesper Juul describes computer ga...
As pervasive gaming becomes more common, the question of what boundaries and rituals make up play at...
This article focuses on how the “everyday" has colonized and complicated the virtual world. Using ex...
There have been several sociologists who have written, sometimes quite extensively and informatively...