Breaking Mc Stine Ejsing Duun

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Information about Breaking Mc Stine Ejsing Duun

Published on April 15, 2008

Author: AgentNifty

Source: slideshare.net

Description

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.

A Game Magically Circling Stine Ejsing-Duun PhD Fellow Centre for Playware University of Southern Denmark [email_address]

Scope of Paper Covers following: The magic circle as a concept Alternative Reality Games (ARG) Theory of psychologist Michael Apter Theory of game researcher Jane McGonigal

Covers following:

The magic circle as a concept

Alternative Reality Games (ARG)

Theory of psychologist Michael Apter

Theory of game researcher Jane McGonigal

Huizinga – the starting point A few of Huizingas ideas: Rules separate play from ordinary world Rules are: Fixed Unambiguous Reliable In play the players are isolated from the ordinary world

A few of Huizingas ideas:

Rules separate play from ordinary world

Rules are:

Fixed

Unambiguous

Reliable

In play the players are isolated from the ordinary world

Rules and Goals (According to Zimmerman & Salen) Rules Limit possibilities Goals Through these players judge which possibilities are relevant This means that, inside the magic circle : There is a pool of relevant possibilities Rules apply Possible actions - Rules apply Not possible actions - Rules do not apply

Rules

Limit possibilities

Goals

Through these players judge which possibilities are relevant

This means that, inside the magic circle :

There is a pool of relevant possibilities

Rules apply

Magic Circle inadequate In ARGs players do not know if the rules apply or the actions are possible A pool of “Rules might apply” and “Actions might be relevant” We need something else than the Magic Circle to describe the situation Paper uses Michael Apter

In ARGs players do not know if the rules apply or the actions are possible

A pool of “Rules might apply” and “Actions might be relevant”

We need something else than the Magic Circle to describe the situation

Paper uses Michael Apter

Michael Apter – in brief (I) Apter about play: ‘ Play is a state of mind’ ’ Play is a mental set towards the world + our actions in it To understand human actions  understand motivation, which is a sense of: Arousal (high or low) Goals Means Meta-motivation decides what level gives pleasure: High arousal (Process-oriented  paratelic) Low arousal (Goal-oriented  telic)

Apter about play:

‘ Play is a state of mind’

’ Play is a mental set towards the world + our actions in it

To understand human actions  understand motivation, which is a sense of:

Arousal (high or low)

Goals

Means

Meta-motivation decides what level gives pleasure:

High arousal (Process-oriented  paratelic)

Low arousal (Goal-oriented  telic)

Apter – in brief (II) In play psychological bubble is experienced Bubble removes harm and threats (they are not experienced) … players still want to experience danger though… Tiger with a cage: -Tiger +cage+crowd = Boredom +Tiger -cage +crowd = Anxiety +Tiger+cage -crowd = Senseless (Apter does not mention this) +Tiger+cage+crowd = Excitement

In play psychological bubble is experienced

Bubble removes harm and threats (they are not experienced)

… players still want to experience danger though…

Tiger with a cage:

-Tiger +cage+crowd = Boredom

+Tiger -cage +crowd = Anxiety

+Tiger+cage -crowd = Senseless (Apter does not mention this)

+Tiger+cage+crowd = Excitement

Anxiety  Excitement Jane McGonigal In ARGs players perform believe Pretending the cage is not there – knowing that it is My thesis: Players are motivated to play with: The relation between anxiety and excitement Not knowing if the things they meet are real with potential threats

Jane McGonigal

In ARGs players perform believe

Pretending the cage is not there – knowing that it is

My thesis:

Players are motivated to play with:

The relation between anxiety and excitement

Not knowing if the things they meet are real with potential threats

Integration - interpretation The player define where the magic is: Motivation: Regulate activities  level of arousal Rules and goals: Helps interpreting relevance of events (to certain extend) Narrative: Tool for integrating events Players embrace events – they give them meaning

The player define where the magic is:

Motivation: Regulate activities  level of arousal

Rules and goals: Helps interpreting relevance of events (to certain extend)

Narrative: Tool for integrating events

Players embrace events – they give them meaning

What does this imply? In design Leave room for doubt and interpretation Give tools and opportunity to “cast the magic circle” The ordinary world (as opposed to game world) is present during play But it is viewed differently … perhaps even after playing the game?

In design

Leave room for doubt and interpretation

Give tools and opportunity to “cast the magic circle”

The ordinary world (as opposed to game world) is present during play

But it is viewed differently

… perhaps even after playing the game?

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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