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Breaking Mc Stine Ejsing Duun
Breaking Mc Stine Ejsing Duun
Breaking Mc Stine Ejsing Duun
Breaking Mc Stine Ejsing Duun
Breaking Mc Stine Ejsing Duun
Breaking Mc Stine Ejsing Duun
Breaking Mc Stine Ejsing Duun
Breaking Mc Stine Ejsing Duun
Breaking Mc Stine Ejsing Duun
Breaking Mc Stine Ejsing Duun
Breaking Mc Stine Ejsing Duun
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Breaking Mc Stine Ejsing Duun

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I didn't use the slideshow at my presentation at Breaking the Magic Circle seminar - but never the less it is here. …

I didn't use the slideshow at my presentation at Breaking the Magic Circle seminar - but never the less it is here.

Content: Applying Michael Apters ideas on pervasive games. Discussing the concept of the Magic Circle. in relation to alternative reality games.

Published in: Entertainment & Humor
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  • 1. A Game Magically Circling Stine Ejsing-Duun PhD Fellow Centre for Playware University of Southern Denmark [email_address]
  • 2. Scope of Paper <ul><li>Covers following: </li></ul><ul><ul><li>The magic circle as a concept </li></ul></ul><ul><ul><li>Alternative Reality Games (ARG) </li></ul></ul><ul><ul><li>Theory of psychologist Michael Apter </li></ul></ul><ul><ul><li>Theory of game researcher Jane McGonigal </li></ul></ul>
  • 3. Huizinga – the starting point <ul><li>A few of Huizingas ideas: </li></ul><ul><ul><li>Rules separate play from ordinary world </li></ul></ul><ul><ul><li>Rules are: </li></ul></ul><ul><ul><ul><li>Fixed </li></ul></ul></ul><ul><ul><ul><li>Unambiguous </li></ul></ul></ul><ul><ul><ul><li>Reliable </li></ul></ul></ul><ul><ul><li>In play the players are isolated from the ordinary world </li></ul></ul>
  • 4. Rules and Goals (According to Zimmerman & Salen) <ul><li>Rules </li></ul><ul><ul><li>Limit possibilities </li></ul></ul><ul><li>Goals </li></ul><ul><ul><li>Through these players judge which possibilities are relevant </li></ul></ul><ul><li>This means that, inside the magic circle : </li></ul><ul><ul><li>There is a pool of relevant possibilities </li></ul></ul><ul><ul><li>Rules apply </li></ul></ul>Possible actions - Rules apply Not possible actions - Rules do not apply
  • 5. Magic Circle inadequate <ul><li>In ARGs players do not know if the rules apply or the actions are possible </li></ul><ul><ul><li>A pool of “Rules might apply” and “Actions might be relevant” </li></ul></ul><ul><li>We need something else than the Magic Circle to describe the situation </li></ul><ul><ul><li>Paper uses Michael Apter </li></ul></ul>
  • 6. Michael Apter – in brief (I) <ul><li>Apter about play: </li></ul><ul><ul><li>‘ Play is a state of mind’ </li></ul></ul><ul><ul><li>’ Play is a mental set towards the world + our actions in it </li></ul></ul><ul><li>To understand human actions  understand motivation, which is a sense of: </li></ul><ul><ul><li>Arousal (high or low) </li></ul></ul><ul><ul><li>Goals </li></ul></ul><ul><ul><li>Means </li></ul></ul><ul><li>Meta-motivation decides what level gives pleasure: </li></ul><ul><ul><li>High arousal (Process-oriented  paratelic) </li></ul></ul><ul><ul><li>Low arousal (Goal-oriented  telic) </li></ul></ul>
  • 7. Apter – in brief (II) <ul><li>In play psychological bubble is experienced </li></ul><ul><ul><li>Bubble removes harm and threats (they are not experienced) </li></ul></ul><ul><ul><li>… players still want to experience danger though… </li></ul></ul><ul><li>Tiger with a cage: </li></ul><ul><ul><li>-Tiger +cage+crowd = Boredom </li></ul></ul><ul><ul><li>+Tiger -cage +crowd = Anxiety </li></ul></ul><ul><ul><li>+Tiger+cage -crowd = Senseless (Apter does not mention this) </li></ul></ul><ul><ul><li>+Tiger+cage+crowd = Excitement </li></ul></ul>
  • 8. Anxiety  Excitement <ul><li>Jane McGonigal </li></ul><ul><ul><li>In ARGs players perform believe </li></ul></ul><ul><ul><ul><li>Pretending the cage is not there – knowing that it is </li></ul></ul></ul><ul><li>My thesis: </li></ul><ul><ul><li>Players are motivated to play with: </li></ul></ul><ul><ul><ul><li>The relation between anxiety and excitement </li></ul></ul></ul><ul><ul><ul><li>Not knowing if the things they meet are real with potential threats </li></ul></ul></ul>
  • 9. Integration - interpretation <ul><li>The player define where the magic is: </li></ul><ul><ul><li>Motivation: Regulate activities  level of arousal </li></ul></ul><ul><ul><li>Rules and goals: Helps interpreting relevance of events (to certain extend) </li></ul></ul><ul><ul><li>Narrative: Tool for integrating events </li></ul></ul><ul><li>Players embrace events – they give them meaning </li></ul>
  • 10. What does this imply? <ul><li>In design </li></ul><ul><ul><li>Leave room for doubt and interpretation </li></ul></ul><ul><ul><li>Give tools and opportunity to “cast the magic circle” </li></ul></ul><ul><li>The ordinary world (as opposed to game world) is present during play </li></ul><ul><ul><li>But it is viewed differently </li></ul></ul><ul><ul><li>… perhaps even after playing the game? </li></ul></ul>
  • 11. Thanks! Feel free to contact me: Stine Ejsing-Duun Centre for Playware University of Southern Denmark [email_address] http://www.linkedin.com/in/stineejsingduun

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