The document discusses alternative and augmented reality gaming concepts including the "magic circle" and how games blur the boundary between fantasy and reality. It provides examples of alternative reality games that took place in public spaces and used real world locations, as well as augmented reality games that combined virtual and physical worlds. Key concepts mentioned include pervasive gaming, location-based gaming, and alternative reality games that surrounded players in their daily lives.
This session covers the breaking of the magic circle by Alternative/Augmented Reality and pervasive gaming. This presentation is accompanied by videos of events and examples of games
Session slides prepared for MAC281. Material is concerned with ludology and narratology in relation to video games. Also touches on issues surrounding emergent narratives
More like an arcade - DiGRA 2018 Patrick PraxPatrick Prax
The aim of this study is to explore the relationship between playable, interactive games and game culture in the exhibition of digital games.
Playable games while central to the exhibition of games have limitations in communicating important sociocultural context and can even resist added layers of contextualization.
This session covers the breaking of the magic circle by Alternative/Augmented Reality and pervasive gaming. This presentation is accompanied by videos of events and examples of games
Session slides prepared for MAC281. Material is concerned with ludology and narratology in relation to video games. Also touches on issues surrounding emergent narratives
More like an arcade - DiGRA 2018 Patrick PraxPatrick Prax
The aim of this study is to explore the relationship between playable, interactive games and game culture in the exhibition of digital games.
Playable games while central to the exhibition of games have limitations in communicating important sociocultural context and can even resist added layers of contextualization.
Empathy Games - playing for a better world by Felipe Barcellos (@elvexkidd)Felipe Barcellos
Empathy Games probably won't save the world but it can surely gives us a hand in the right direction on how we can reach realities and contexts that are alien to us, enhancing our empathy. This can lead us to a better understanding of the different realities we can experience as humans.
Presentation for a seminary on the post-graduation course of Electronic Games Development from Universidade do Estado do Amazonas (Manaus, Brazil).
Author: Felipe Barcellos
www.elvexkidd.com
Understanding Games: Fiction, Rules, and Genre -- part of the chronology and history of games in 20th and 21st Century. Part of English 115F: The Worlds of Wordcraft
"Game Design: Creating Psychological Experiences" by Sherry Jones (Nov. 12, 2...Sherry Jones
Nov. 12, 2015 - This presentation on "Game Design: Creating Psychological Experiences," is created for the Metagame Book Club.
The Metagame Book Club is a free resource for K-12 and college educators and students interested in game-based learning, gamification, and game studies. Join today!
Metagame Book Club
http://bit.ly/metagamebookclub
Slides plus notes for the talk I gave at Raum Schiff Erde in Hamburg on 21 February 2010. It's about how pervasive urban games can be used to increase people's awareness of and catalyze contributions to various kinds of systems (social, phsyical, technological).
Running engaging Market Research Online Communities. Social media has gained considerable human relevance. User-created content, citizen journalism and online social interactions (e.g. conversation, collaboration, participation, sharing, connecting) are embedded into the daily lives of consumers. With the different semantic waves of the web, the entire market research process and industry has undergone clear changes. Market research has changed from asking questions to having conversations with consumers. Online Research Communities have proven to be a viable environment to engage with consumers as well as marketing executives in a connected and participatory way. What makes research communities unique is that they assemble consumers to interact in an asynchronous longitudinal setting by applying social media techniques. Companies outsource tasks to a crowd (e.g. product and service creation and testing) in an open call in order to bring consumers inside organizations all the way up to the boardroom. Research communities bring true consumer connect between marketers and their target groups as they use interactive tools to tap into social interactions between people, and allow a more equal relationship between researchers, brands and participants.
Empathy Games - playing for a better world by Felipe Barcellos (@elvexkidd)Felipe Barcellos
Empathy Games probably won't save the world but it can surely gives us a hand in the right direction on how we can reach realities and contexts that are alien to us, enhancing our empathy. This can lead us to a better understanding of the different realities we can experience as humans.
Presentation for a seminary on the post-graduation course of Electronic Games Development from Universidade do Estado do Amazonas (Manaus, Brazil).
Author: Felipe Barcellos
www.elvexkidd.com
Understanding Games: Fiction, Rules, and Genre -- part of the chronology and history of games in 20th and 21st Century. Part of English 115F: The Worlds of Wordcraft
"Game Design: Creating Psychological Experiences" by Sherry Jones (Nov. 12, 2...Sherry Jones
Nov. 12, 2015 - This presentation on "Game Design: Creating Psychological Experiences," is created for the Metagame Book Club.
The Metagame Book Club is a free resource for K-12 and college educators and students interested in game-based learning, gamification, and game studies. Join today!
Metagame Book Club
http://bit.ly/metagamebookclub
Slides plus notes for the talk I gave at Raum Schiff Erde in Hamburg on 21 February 2010. It's about how pervasive urban games can be used to increase people's awareness of and catalyze contributions to various kinds of systems (social, phsyical, technological).
Running engaging Market Research Online Communities. Social media has gained considerable human relevance. User-created content, citizen journalism and online social interactions (e.g. conversation, collaboration, participation, sharing, connecting) are embedded into the daily lives of consumers. With the different semantic waves of the web, the entire market research process and industry has undergone clear changes. Market research has changed from asking questions to having conversations with consumers. Online Research Communities have proven to be a viable environment to engage with consumers as well as marketing executives in a connected and participatory way. What makes research communities unique is that they assemble consumers to interact in an asynchronous longitudinal setting by applying social media techniques. Companies outsource tasks to a crowd (e.g. product and service creation and testing) in an open call in order to bring consumers inside organizations all the way up to the boardroom. Research communities bring true consumer connect between marketers and their target groups as they use interactive tools to tap into social interactions between people, and allow a more equal relationship between researchers, brands and participants.
For IKEA, the yearly Catalogue is the main communication channel with existing and potential customers globally. This case study shows how the 2013 edition of the Catalogue and possible covers for the 2014 edition were evaluated qualitatively around the world, through Market Research Online Communities (or Consumer Consulting Boards) in five different countries.
Design thinking innovation training course outline - building a co-design app...DesignThinkers
This course outline presents an approach to developing cross-functional teams that learn how to co-create and innovate in an action learning experience.
Exploring the world of water - The conversation revolution: brands & people d...InSites Consulting
Danone wanted to understand the use of water in daily life and highlight consumer expectations for water consumption in general, in order to determine the main consumer perceived benefits. It was important to focus on the scientific objectives (also afterwards in clinical testing) to prove and understand 4 certain effects of water. The final output Danone was looking for needed to confirm that water can bring real benefits for consumers and to show which benefits would be most impactful in the market when proven. In order to investigate water consumption from different angles, we implemented a ‘fusion research’ design. Fusion research is a research design where multiple (contemporary) research methodologies are combined in order to study a certain research question from different angles. By applying triangulation, a holistic view is achieved around the same solution or marketing problem. Each of the selected methods adds one piece to the final puzzle and serves as input for the subsequent phase.
It was 1876 and Alexander Graham Bell was pitching his start-up. He offered Western Union his telephone technology for a rumored $100,000. The company dismissed it as 'an electrical toy'. The quote, although recently challenged for its authenticity, is an accurate reflection of the factors that drive product adoption. What is recognizable speech if not product readiness, telephone devices in every city, a means of distribution and the question of why anyone would use it - that of shifting consumer habits? Fast forward 130 years and the questions are the same about video communications. Video communications are nothing new. The goal of making it easier to see the person you’re talking to is a consistent theme in telephony. And yet by far the fastest growing communication method in the last 50 years has been short, asynchronous text messaging, with WhatsApp alone generating 18.3 trillion messages annually and an aggregated SMS volume at 8.16 trillion. So why is video communication not mainstream yet and what can we do to accelerate its adoption?
An ever-increasing number of organizations is chasing the benefits of social collaboration. Unfortunately many of these initiatives leave participants behind with a hangover. Gartner estimates that throughout 2015 about 80% of social business efforts are not expected to achieve the intended benefits. Here are 10 tips to avoid a collaboration hangover. Enjoy the read!
Making things is part of who we are. With the possibilities provided by digital media, we’re shifting from random acts of creativity by everyday people to organized initiatives like crowd funding. As innovation challenges are evolving from product attributes to holistic brand design, service design and the experience environment, there’s a need to collaborate with users beyond co-creation. By involving them earlier in the process through observational research and also in the back end of innovation by testing beta products, users can become your partner in innovation.
DIY UX: Give Your Users an Upgrade (Without Calling In a Pro)Whitney Hess
Have you fallen in love with your solution and forgotten the original problem? Are you certain that your product actually makes people’s lives better? Not every company can hire someone like me to help you listen to your users, so you’re gonna have to learn how to do some of this stuff yourself. I’ll show you techniques to find out who your users are, what they really need and how to go about giving it to them in an easy to use and pleasurable way. And it doesn’t have to bankrupt you or kill your release date.
Finding your edge at the edges by Kristof De Wulf at TEDxGhent. The future ain’t what it used to be. In today’s world of acceleration, automation and accessibility, we are expected to be ’relieved’ from working, learning and owning. But if we take away the very things that provide us with a sense of accomplishment and purpose in life, what is left for us humans? The more human-like machines take over our functions, the more we are left with a feeling of emptiness, says Kristof De Wulf. In his talk, he shares his thoughts on how we can overcome this feeling by going to the edges of our normal brain functioning. Kristof is co-founder and CEO of InSites Consulting, currently the world’s 3rd most innovative marketing research agency. He has won several awards and is a proud member of Switch & Shift’s League of Extraordinary Thinkers.
Maximizing the impact of UX in an agile environment: Mixing agile and Lean UXJohn Whalen
When companies adopt an agile development environment, UX teams often feel like they just lost their seat at the table. It’s never easy to change, but by adapting your UX practices to accommodate agile, you can have the impact on design you always wanted.
The Art of Research: Using the power of images to increase the value of the D...InSites Consulting
DIESEL recognizes the need for social currency among today's increasingly digitalized Generation Y and is focusing its efforts on Pinterest as the ideal location to inspire and connect with females within their desired target demographic. DIESEL is known for tapping into subcultures with self-aware marketing, which is also the case on Pinterest. The platform allows DIESEL to build a unique look and feel by making it easy for them to bring the personality and DNA of the brand in an accessible magazine-like online display.
As a fashion company, DIESEL can use Pinterest as a brand-building exercise where they can tell the brand story, showcase DIESEL’s many facets, display individual collections and campaigns and where anyone can learn what the brand stands for. DIESEL launched its Pinterest page in the early days of the platform. Over the last year, they maintained their boards merely as a mirror of their Facebook content. The strategy was to showcase their collection as a lifestyle brand.
Early 2013, the growing popularity of the platform brought Pinterest into strategic focus in its own right. Additionally, considering DIESEL’s strategic decision to augment its focus on communicating with women and the fact that Pinterest is more used by women, DIESEL wanted to focus its efforts on Pinterest to use it as a valuable communication channel to connect with this female target group online. In order to optimize the platform for brand activation, instead of a repository of Facebook content, there was a strong need for insights on the best digital strategy for the DIESEL Pinterest page.
Lean + UX = Awesome (and UX is not UI) [Growtalks, Aug 22 2012, Vancouver]Kate Rutter
Lean Startup and UX work together like gangbusters. To get the most out of this lovefest, it's important that you realize UX and UI are not the same. This talk walks through why.
Game on qualitative researchers: Using gamification to increase partipant eng...InSites Consulting
We believe gamification can be applied in 3 different phases of the research process; (1) during data collection, (2) during analysis and interpretation and (3) during reporting and presentation of the results. In this paper, we present an approach to gamification in online qualitative research. There is already ample research with respect to using gamification in quantitative research; however, a comprehensive approach for online qualitative research is lacking so far.
In this paper we will focus on using gamification during data collection and will briefly demonstrate how we apply gamification in the last 2 phases. At InSites Consulting, we identified 4 levels in an online community at which gamification can be applied to increase data quality, participant engagement and impact on the client side. From a question level to a community level, gamification helps, not only to increase participant engagement, but also to increase data quality.
UX designer and comics nerd Deb Aoki shows examples of how simple whiteboard sketching and storyboards can foster collaboration and facilitate better user experiences. Bonus content: a quick drawing tutorial so you can do it too!
From validating to understanding: Why measuring insights strenght is not suff...InSites Consulting
In today’s business reality, decisions cannot be based on random, uncontrollable factors such as luck. The same goes for the assessment of which insights to take on in the innovation funnel. In this fast-moving environment the risk of failure is greater than ever. Figures reported by the Doblin Group show that 96% of all new product introductions and innovations fail to return their cost of capital. The current market space requires brands to validate each step of the entire innovation process, starting with the validation of insights.
Considering the importance of validating these insights for the innovation process, the need for accuracy is more present than ever. Can insight validation through surveys reclaim its position to provide consistent and rich data for decision-making by capturing the complex consumer reality, while at the same time increasing the engagement level?
An analysis of open world pvp in lotro’s pvmpToh Weimin
An Analysis of Open World PvP in LOTRO's PvMP presented at the Meaningful Play conference 2014 on 17 Oct 2014 2.30 p.m. at East Lansing, Michigan, United States.
A guest presentation given to students at the University of Cape Town introducing games and learning, serious games, and how these relate to the South African context.
Keynote presentation at the ICEPOPS 2019 conference (https://copyrightliteracy.org/upcoming-events/icepops-international-copyright-literacy-event-with-playful-opportunities-for-practitioners-and-scholars/)
Fear of failure, fear of not being taken seriously, fear of
not being an expert or ‘knowing enough’ can halt and
obstruct learning at all levels. Charlie will be sharing
her experiences of creating a lusory attitude or playful
environment to empower learners (from
undergraduates to tenured staff) to experiment and
engage with copyright concepts and practices away
from fear and apprehension.
This is then followed with an interactive, games based learning OER Board Game Jam session.
"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)Sherry Jones
My presentation for Metro State University of Denver's Teaching and Learning with Technology Conference 2014, held on October 24, 2014.
Educators! Register now for the #Metagame Book Club! The book club will run from November 1-21, 2014. I will be your Track 1: Game Studies facilitator. We will be reading interesting and enlightening academic papers on current theories and controversies in gaming and game studies.
#Metagame Book Club Registration Page
http://bit.ly/metagamebooksignup
#Metagame Book Club Home Page
https://sites.google.com/site/metagamebookclub/
Reality Ends Here: Transforming Media Learning in Higher Educationswiscombe
Presented at NAMLE 2013, this presentation covers the development and rollout of the 2011 season of Reality Ends Here at USC's School of Cinematic Arts.
Presentation delivered at the 2014 Ugnayang Pang-Agham Tao Conference in Baguio City, Philippines. For notes, questions or comments, email me at navarro.lorina@gmail.com
"Cultural and Social Dimensions of Games" by Sherry Jones (August 5, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 3 Lecture on the cultural and social dimensions of games, with study emphasis on the Paratext theory, and on the paratextuality of games.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
This is the module introduction for the Transmedia Narratives strand of the module MED306 for Interactive Media Arts students at The University of Ulster
This lecture breaks down the idea of narrative into 4 sections, looking at plot, setting, themes and charaters. It has a focus on Aristotals poetics.
(thanks goes to @vee_uye for her work with narrative)
MED316 - Mobile Phone As Camera And Screen - Viral Videos_
This lecture looks at the new developments in film production, as the mobile phone progresses from communication device to video camera and tv screen. This lecture focuses on the practice of viral videos and youtube as a distribution platform
This module outlines important developments within video and television production and distribution within network cultures and new media arts, specifically how programme content is being adapted and explored on mobile platforms. It will introduce you to the key theoretical debates with reference to influential work in the field, and examine these through the production of video content designed for delivery on new platforms.
This presentation looks at the maybe over used essay by Walter Benjamin, "The Work of Art in The Age of Mechanical Reproduction" and looks at its relevance to digital arts practice.
This lecture looks at Determinism and Technological Determinism. This lecture is part of the Media and Cultural Theories module on the MSc and MA in Creative Technology and Creative Games at The University of Salford.
This lecture looks at gamings wider cultures and games within culture. Video Games permiate our wider culture and do not stand alone. Video Games create a space of/for play but influence and are influenced by a wider culture. This lecture takes 3 case examples and examines the paratexts of Video Games. Games are not an island
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
2. We have established that every text is not an island, it blurs out into culture and is both paratextual and intertextual. Texts have a symbiotic relationship with other media and are influenced by and influence them.
4. “To play a game means entering into a magic circle, or perhaps creating one as a game begins.” Salen, K. & Zimmerman, E., (2003) Rules of Play: Game Design Fundamentals The MIT Press.
5. “Johan Huizinga uses magic circle as one of the ways in which a game is delineated from what is outside the game (1950)” http://www.half-real.net/dictionary/
6. “All play moves and has its being within a play-ground marked off beforehand either materially or ideally, deliberately or as a matter of course. ” Huizinga, J., (1955). Homo Ludens, Beacon Press.
7. “The arena, the card-table, the magic circle, the temple, the stage, the screen, the tennis court, the court of justice, etc, are all in form and function play-grounds, i.e. forbidden spots, isolated, hedged round, hallowed, within which special rules obtain. All are temporary worlds within the ordinary world, dedicated to the performance of an act apart” Huizinga, J., (1955). Homo Ludens, Beacon Press.
8. “John Huizinga’s notion of a “magic circle”, the imaginary boundaries of the fantasy world that players of a game occupy […] a ‘magic circle’ forms a sometimes fuzzy boundary between the game and the real world.” Champion, E. & Jacobson, J., 2008. Sharing the magic circle with spatially inclusive games. In ACM SIGGRAPH ASIA 2008 educators programme. Singapore: ACM, pp. 1-5. Available at: http://portal.acm.org/citation.cfm?id=1507723 [Accessed November 10, 2009].
9. “[...] The membrane between synthetic worlds and daily life is definitely there but also definitely porous, and this is by choice of the users. What we have is an almost-magic circle, which seems to have the objective of retaining all that is good about the fantasy atmosphere of the synthetic world, while giving users the maximum amount of freedom to manipulate their involvement with them.” Castronova, E., 2005. Synthetic Worlds: The Business and Culture of Online Games, Chicago University Press.
10. Pervasive Gaming Pervasive gaming can be a mixture of different audience focused practices, in its widest definition it is gaming that protrudes out of the Magic Circle blurring the lines between what is part of the game and what is part of “normality”
12. Pervasive Gaming “Location-based games that surround you, 24 hours a day, everywhere. When you walk down the street, you're walking through an adventure world draped on top of the real world, and people you meet may be characters in the same game you're playing. Pervasive games are built upon three core technologies: mobile devices, wireless communication, and sensing technologies that capture players’ contexts. It is actually the blend of technologies combined with the location-based and often public nature of game play, gives pervasive games their distinctive identity.” http://girardin.org/fabien/catchbob/pervasive/
13. What does the Apollo Chocolate Bar have to do with “The Magic Circle”? (Apollo Bars sold for around £70 in online auction sites)
19. Alternative Reality Games/Urban Gaming Can You See Me Now? Blast Theory and The Mixed Reality Lab at The Nottingham University http://www.blasttheory.co.uk/bt/work_cysmn.html
22. Augmented Reality Gaming ARQuake http://wearables.unisa.edu.au/arquake/index.html ARQuake is a research project from the Wearable Computing Lab based at The University of Southern Australia and uses the Quake Engine and Augmented Reality Video to bring the “Game Space” and the “Meat Space” together (by meat space I refer to the spaces of physical bodies). This research project from 2006 blurs the boundaries of the game and “reality” and because of Quakes genre (FPS) and the AR headsets the experience is personal or private .