This chapter analyses the relationship between players, the game world, and the ordinary world in alternative reality games (ARGs) and location-based games (LBGs). These games use technology to create a game world in the everyday scene. The topic of this chapter is the concept of the 'magic circle', which defines the relationship between play and the ordinary world, and how this concept relates to a new kind of game
This article focuses on how the “everyday" has colonized and complicated the virtual world. Using ex...
Massively Multiplayer Online Role-playing games (MMORPGs from now on) have become increasingly popul...
In this work we will analyze a corpus of products that are first of all hard to describe. To do so, ...
Huizinga's concept of a 'magic circle' has been used to depict computer games and gam...
Dissertação para obtenção do Grau de Doutor em InformáticaIn this document we present proposals for ...
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...
Four types of interactive environments explored ways to extend gaming beyond the limitations of the ...
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...
The magic circle is a concept taken from Johan Huizinga’s 1938 book Homo Ludens and is used to descr...
While the emphasis in traditional game theory has been on the rule formations and zone demarcations ...
While the emphasis in traditional game theory has been on the rule formations and zone demarcations ...
This article deals with establishing and discussing the concept of magic circle - often present in g...
This article focuses on how the “everyday" has colonized and complicated the virtual world. Using ex...
Massively Multiplayer Online Role-playing games (MMORPGs from now on) have become increasingly popul...
In this work we will analyze a corpus of products that are first of all hard to describe. To do so, ...
Huizinga's concept of a 'magic circle' has been used to depict computer games and gam...
Dissertação para obtenção do Grau de Doutor em InformáticaIn this document we present proposals for ...
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...
Four types of interactive environments explored ways to extend gaming beyond the limitations of the ...
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...
The magic circle is a concept taken from Johan Huizinga’s 1938 book Homo Ludens and is used to descr...
While the emphasis in traditional game theory has been on the rule formations and zone demarcations ...
While the emphasis in traditional game theory has been on the rule formations and zone demarcations ...
This article deals with establishing and discussing the concept of magic circle - often present in g...
This article focuses on how the “everyday" has colonized and complicated the virtual world. Using ex...
Massively Multiplayer Online Role-playing games (MMORPGs from now on) have become increasingly popul...
In this work we will analyze a corpus of products that are first of all hard to describe. To do so, ...