Abstract for my CCS lecture, June 21 2008
Permeating the Magic Circle
Gaming and ludology theorists have argued about the physical and conceptual boundaries that demarcate work and real-life from play and game activity. Meanwhile, technological developments have created more gaming and play opportunities; not just through the diversity of game products, but also through a general increase in leisure time. These areas of play, whose defining boundaries have been referred to as the magic circle, are especially crucial when considering how gaming may act as a means for connecting to other aspects of human life: learning, flow, health, safety and perhaps even self-idealization. What is the current state of experimental games and commercial off-the-shelf games in regards to the magic circle? How can permeating the magic circle be used to focus games towards achieving any one of the many human needs? This lecture will discuss my initial literature review for my PhD thesis that aims to answer these questions.