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Do you believe in magic? Computer games in everyday life

Authors:

Abstract

Huizinga's concept of a 'magic circle' has been used to depict computer games and gaming activities as something separate from ordinary life. In this view, games are special (magical) and they only come to life within temporal and spatial borders that are enacted and performed by the participants. This article discusses the concept of a 'magic circle' and finds that it lacks specificity. Attempts to use the concept of a magic circle create a number of anomalies that are problematic. This is not, as has been suggested earlier, primarily a matter of the genre of the game, or a discussion of what an appropriate definition of a 'game' might be. Rather, in this study with hardcore gamers, playing computer games is a routine and mundane activity, making the boundary between play and non-play tenuous to say the least. This article presents an alternative theoretical framework which should be explored further.
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COMPUTERGAMESANDGAMINGACTIVITIESASSOMETHINGSEPARATEFROMORDINARY
LIFE)NTHISVIEWGAMESARESPECIALMAGICALANDTHEYONLYCOMETOLIFE
WITHINTEMPORALANDSPATIALBORDERSTHATAREENACTEDANDPERFORMEDBY
THEPARTICIPANTS4HISARTICLEDISCUSSESTHECONCEPTOFA@MAGICCIRCLEAND
FINDSTHATITLACKSSPECIFICITY!TTEMPTSTOUSETHECONCEPTOFAMAGICCIRCLE
CREATEANUMBEROFANOMALIESTHATAREPROBLEMATIC4HISISNOTASHAS
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DISCUSSIONOFWHATANAPPROPRIATEDEFINITIONOFA@GAMEMIGHTBE2ATHER
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ANDMUNDANEACTIVITYMAKINGTHEBOUNDARYBETWEENPLAYANDNONPLAY
TENUOUSTOSAYTHELEAST4HISARTICLEPRESENTSANALTERNATIVETHEORETICAL
FRAMEWORKWHICHSHOULDBEEXPLOREDFURTHER
JDXVNQCR DEFINITIONSOFGAMESMAGICCIRCLEPLACEPLAY
RHETORICSROUTINETIME
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4HETERM@MAGICCIRCLEHASRECEIVEDQUITEALOTOFATTENTIONWITHIN
COMPUTERGAMESTUDIES/FTENITISPICKEDUPANDUSEDINANUNPROBLEMATIC
MANNERBUTPERHAPSEQUALLYPROBLEMATIZED!LTHOUGHTHEAPPLICATION
ANDAPPLICABILITYOFTHECONCEPTHASBEENDISCUSSEDELSEWHERE3ALENAND
:IMMERMANAESPECIALLYINRELATIONTOSOCALLEDPERVASIVEGAMES
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ACRITICALEDGE#OPIERSOMEMAINASSUMPTIONSHAVEREMAINED
LARGELYUNQUESTIONED4HESEASSUMPTIONSTAKEASTHEIRPOINTOFDEPARTUREA
BASICBELIEFINTHEGENERALUSEFULNESSOFTHEIDEASOFTHEMAGICCIRCLETOALL
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THECURRENTDISCUSSIONABOUTTHEMAGICCIRCLEBEFOREWEMOVEBEYONDIT
TOSUGGESTALTERNATIVEWAYSOFUNDERSTANDINGTHEGAMINGSITUATION
DTQNOD@MINTQM@KNE
peer-00571574, version 1 - 1 Mar 2011
Author manuscript, published in "European Journal of Cultural Studies 11, 2 (2008)
225-244"
DOI : 10.1177/1367549407088335
DTQNOD@MINTQM@KNEBTKSTQ@KRSTCHDR
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SITUATION4HESEASSUMPTIONSOFTENRELYUPON$UTCHHISTORIAN*OHAN
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AWELLKNOWNANDOFTENCITEDPARAGRAPHHESUMSUPALONGERDISCUSSION
ABOUTTHEFORMALCHARACTERISTICSOFPLAYBYSTATINGTHATPLAYIS
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4HISHASBEENTAKENASAPOINTOFDEPARTUREFORMANYDISCUSSIONS
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FORBIDDENSPOTSISOLATEDHEDGEDROUNDHALLOWEDWITHINWHICHSPECIALRULES
OBTAIN!LLARETEMPORARYWORLDSWITHINTHEORDINARYWORLDDEDICATEDTOTHE
PERFORMANCEOFANACTAPART(UIZINGA;=n
)TISNOTDIFFICULTTOSEEWHYTHESEIDEASHAVEBEENEXTENDEDTOEN
COMPASSCOMPUTERGAMES0LAYINGACLASSICCOMPUTERGAMECANBELIKE
TRAVELLINGTOAPARALLELWORLDFORTHEDURATIONOFTHEPLAYSESSION7HEN
PLAYING4HE3ECRETOF-ONKEY)SLAND,UCAS!RTSONETAKESONTHE
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ANDSPECIALPLACEWHEREACTIONSAREINCONSEQUENTIALTOEVERYDAYLIFEAND
THERULESARETHERULESOFTHEREALWORLDSEENTHROUGHA@FUNNYMIRRORIN
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STUDIESBUTRATHERSOMETHINGMUCHMOREAMBITIOUSTOESTABLISHANDSTUDY
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DEFINETHEPLACEOFPLAYAMONGALLTHEOTHERMANIFESTATIONSOFCULTURE
BUTRATHERTOASCERTAINHOWFARCULTUREITSELFBEARSTHECHARACTEROFPLAY
(UIZINGA;=7ETHINKTHAT(UIZINGASBOOKSHOULDBESEENALSO
ASANORMATIVETHEORYOFWHATITMEANSTOBEHUMANANDSPECIFICALLYASA
REACTIONTOOTHERCONCEPTIONSOFHUMANNESSSUCHASTHEHOMOECONOMICUS
OFMUCHECONOMICANDUTILITARIANWRITINGOFTHETIMEANDTHEHOMOFABER
OF-ARXSWRITING4HISISASRELEVANTTODAYASITWASATTHETIMEBUTNEEDS
TOBEKEPTINMINDWHENREADINGHISBOOK
peer-00571574, version 1 - 1 Mar 2011
O@QFL@M@MCI@JNARRNM CNXNTADKHDUDHML@FHB*
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7ESUGGESTTHAT(UIZINGAHASBECOMEAPOPICONINGAMESTUDIES
MOREBECAUSEOFTHESUPERFICIALAPPLICABILITYOFTHETWOQUOTESABOVESUP
PLEMENTEDBYAHANDFULOFOTHERSTOAVARIETYOFSITUATIONSRATHERTHAN
ASARESULTOFSERIOUSATTEMPTSTOENGAGECRITICALLYWITHHISTHOUGHTS!
BLEAKERINTERPRETATIONWOULDBETHATANEMERGINGFIELDOFCOMPUTERGAME
STUDIESSOMETIMESCALLEDLUDOLOGY&RASCANEEDSAPREHISTORYAND
SOHASTOTAKEWHATCANBETAKENFROMANALMOSTYEAROLDBOOKWITH
THEIRRESISTIBLETITLE(OMO,UDENS)TTHENPRESENTSTHEIDEAOFAMAGIC
CIRCLESTATINGTHATTHEREISADISTINCTBOUNDARYBETWEENGAMESANDORDINARY
LIFEANDTHATTHISBOUNDARYISOFUTMOSTIMPORTANCE
4OPLAYAGAMEMEANSENTERINGINTOAMAGICCIRCLEORPERHAPSCREATINGONE
ASAGAMEBEGINSx4HETERMMAGICCIRCLEISAPPROPRIATEBECAUSETHEREISIN
FACTSOMETHINGGENUINELYMAGICALTHATHAPPENSWHENAGAMEBEGINSx)N
EFFECTANEWREALITYISCREATEDDEFINEDBYTHERULESOFTHEGAMEANDINHABITED
BYITSPLAYERS3ALENAND:IMMERMANAn
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NEVERCOMESINTOEXISTENCE/NCETHEGAMEHASBEENINITIATEDEACHPLAYER
MOVEGAINSITSMEANINGTHROUGHTHELOGICOFTHEMAGICCIRCLE4HISISA
SIMPLIFIEDVIEWOFACOMPLICATEDISSUEANDINTHISARTICLEREPRESENTSWHAT
WECALLTHESTRONGBOUNDARYHYPOTHESIS(OWEVERTHEIDEAOFTHEMAGIC
CIRCLEREPRESENTINGASTRONGBOUNDARYBETWEENGAMESANDORDINARYLIFE
HASALSOBEENPROBLEMATIZEDELSEWHEREINCLUDING3ALENAND:IMMERMAN
B&IRSTWETURNTOTHEDISSENTERS
4HEPROBLEMATICMAGICCIRCLE
4HEIDEAOFAMAGICCIRCLEISALLURINGASISTHEIDEAOFACLEARLIMITBETWEEN
PLAYANDNONPLAY2EALITYISMESSIER0ROBLEMSWITHUSINGTHECONCEPTOF
AMAGICCIRCLEASANANALYTICALTOOLHAVEBEENIDENTIFIEDREPEATEDLY
4HESEPROBLEMSBECOMEESPECIALLYCLEARWHENTHERESEARCHERINQUES
TIONHASACTUALEMPIRICALMATERIALATHANDWHICHTHEYTRYTOUNDERSTAND
WITHOUTMUCHSUCCESSBYAPPLYINGTHEDOMINANTPARADIGMOFTHE
SEPARATENESSOFPLAY4HISISNEVERMORECLEARTHANWHENLOOKINGAT
@PROBLEMATICORSOCALLED@BORDERLINEGAMES*UULIETHOSETHAT
BECOMEPROBLEMATICWHENCURRENTDEFINITIONSOFGAMESSUCHAS*UULS
CLASSICGAMEMODELAREAPPLIED&OREXAMPLETHE@PROBLEMATIC
GAMESARETHOSEWHEREITISDEBATABLEWHETHERTHEYHAVEQUANTIFIABLE
OUTCOMESORWHEREITBECOMESDIFFICULTTODISCERNTHELIMITSOFTHEGAME
THE@INSIDEAND@OUTSIDEOFTHEMAGICCIRCLE
7HICHARETHESEGAMES4HOSETHATIMMEDIATELYSPRINGTOMINDARE
DIFFERENTVARIETIESOFROLEPLAYINGGAMES20'SSUCHASTABLETOP20'S
EG$UNGEONSAND$RAGONSLIVEACTIONROLEPLAY,!20AND-ASSIVELY
-ULTIPLAYER/NLINE2OLE0LAYING'AMES--/20'S-OREGENERALLYANY
peer-00571574, version 1 - 1 Mar 2011
DTQNOD@MINTQM@KNEBTKSTQ@KRSTCHDR
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KINDOFGAMETHATISONGOINGSOCALLED@PERSISTENTSTATEWORLDSBECOMES
PROBLEMATICWHETHERITISA@HIGHINTENSITYGAME--/20'SORMORE
CASUAL@LOWINTENSITYASYNCHRONOUSGAME"OGOSTSUCHASFOOTBALL
MANAGERGAMES#RAWFORDORCOMPUTERIZEDPLAYBYMAIL0"-
GAMES4HATSOCALLED@PERVASIVEGAMESWHICHUSETHECITYASAGAMEBOARD
BECOMEDEEPLYPROBLEMATICGOESWITHOUTSAYINGASTHEYDIRECTLYCHALLENGE
THEIDEAOFACLEARBOUNDARYDEFININGAGAMEINSPACEANDTIME
3OWHATDOGAMERESEARCHERSDOWHENTHEYRUNUPAGAINSTWHATHAS
BEENCALLED@THECONVENTIONALWISDOMOFTHEDOMINANTGROUPANDWHEN
WISDOMDOESNOTHELPTHEMTOANALYSETHEIRDATA3TRATEGIESDIFFERBUT
GENERALLYTHEREARETHREEDIFFERENTWAYSTOHANDLETHESITUATION
AVOIDTHEMAGICCIRCLEASANANALYTICALCONCEPT2EPORTONMAGICCIRCLE
NONCOMPATIBLERESULTSWITHOUTEXPLICITLYMENTIONINGORCHALLENGING
THEMAGICCIRCLEASANANALYTICALCONCEPT
TWEAKANDREDEFINETHEMAGICCIRCLEASANANALYTICALCONCEPT
CHALLENGETHEMAGICCIRCLEASANANALYTICALCONCEPT
4HISARTICLEWILLDISCUSSEXAMPLESOFALLTHREESTRATEGIES4HECONCLUSIONS
HEREDONOTRELYSOLELYONTHEHANDFULOFEXAMPLESBELOWBUTWEBELIEVE
THATTHESEEXAMPLESAREREPRESENTATIVEOFPROBLEMSTHATTURNUPATTHEEDGES
ANDINTHEINTERSTICESBETWEENTHEINSIDEANDOUTSIDEOFTHEMAGICCIRCLE
4HEYPOINTATSYSTEMATICPROBLEMSTHATARESEENFIRSTONTHEPERIPHERY
BUTHAVEGREATIMPLICATIONSFORTHECOREOFTHECONCEPT
!VOIDINGTHEMAGICCIRCLE
"OGOSTCOINSTHETERM@ASYNCHRONOUSMULTIPLAYANDGOESONTO
DESCRIBEATYPEOFINHERENTLYCASUALGAMETHATMIGHTCOMETOMATCHOREVEN
OVERTAKETHEPOPULARITYOFTHEMOREINTENSIVESYNCHRONOUSMULTIPLAYER
GAMESEG--/20'S/NEOFTHECHARACTERISTICSOFTHESEGAMESIS
THATTHEYAREDESIGNEDFORONGOINGDISRUPTEDGAMEPLAYIEFORPLAYING
NOWANDTHENFORBEINGINTERRUPTEDWHENPLAYINGORFORPLAYINGDURING
SEVERALSHORTPERIODSINADAY
"ECAUSEPLAYEROBLIGATIONSOUTSIDETHEGAMEOFTENENGENDERSBREAKSINGAME
PLAYASYNCHRONOUSPLAYTYPICALLYORIENTSITSELFASMUCHTOTHEWORLDOUTSIDE
THEGAMEASINSIDETHEGAME)N!NIMAL#ROSSING.INTENDOxTHE
GAMETIMEISSYNCHRONIZEDTOREALTIME)FTHEPLAYERISPLAYINGINTHEWINTER
ATNIGHTTHEGAMEWORLDWILLAPPEARDARKANDSNOWY"OGOST
0LAYERSWHOMISSOUTONPLAYINGDURINGASPECIALHOLIDAY(ALLOWEENOR
#HRISTMASMIGHTHAVETOWAITFORAWHOLEYEARTOGETACHANCETOACQUIRE
SPECIALOBJECTS"OGOSTSTATESTHAT@3INCEGAMETIMEISLINKEDTOREALTIMEA
PLAYERCANCONCEPTUALIZETHEGAMEASASMALLORLARGEPARTOFHISDAILYLIFE
RATHERTHANASPLITOUTOFIT7HILE"OGOSTCLEARLYREVELSINTHE
DIFFICULTIESOFDEFININGTHEBOUNDARIESOFTHEGAMEHEAVOIDSMENTIONING
THEMAGICCIRCLEANDTHEREFOREMANAGESTOSTEERAWAYFROMTHEDILEMMA
peer-00571574, version 1 - 1 Mar 2011
O@QFL@M@MCI@JNARRNM CNXNTADKHDUDHML@FHB*
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OFEITHERHAVINGTOREDEFINETHECONCEPTORUSINGANILLFITTINGCONCEPTTO
EXPLAINHISOBSERVATIONS"UTTHINGSAREPROBABLYSIMPLERTHANTHATTHE
CONCEPTISNOTUSEDBECAUSEITISNOTRELEVANTTOHIM
2EDEFININGTHEMAGICCIRCLE
#ASTRONOVAOBVIOUSLYFINDSTHEMAGICCIRCLEPROBLEMATICINHISBOOKABOUT
--/20'S3YNTHETIC7ORLDS#ASTRONOVADOESUSETHECONCEPTOF
THEMAGICCIRCLEBUTINANUNORTHODOXWAY)NSTEADOFTHEMAGICCIRCLE
REFERRINGTOASTRONGBOUNDARYBETWEENTHEGAMEORFANTASYWORLDAND
ORDINARYLIFEHEREDEFINESITANDMAKESITINTOAPOROUS@MEMBRANETHAT
ACTSASASHIELDBUTALLOWSPEOPLETOPASSINBOTHDIRECTIONSCONSTANTLY4O
#ASTRONOVASYNTHETICWORLDSAREPLACED
INSIDEANALMOSTMAGICCIRCLERATHERTHANATRULYMAGICONEx4HEPOROSITY
OFTHEMEMBRANExMEANSTHATTHERULESOFPLAYINSIDEANDOUTSIDEINFLUENCE
ONEANOTHERWITHUNPREDICTABLERESULTSFORBOTH
4HISPOSITIONISCLOSETOTHEONEPRESENTEDBY.IEUWDORPINA
DISCUSSIONABOUTPERVASIVEGAMES!DAPTINGTHE@SCREENMETAPHORFROM
'OFFMANSHECLAIMSTHATRATHERTHANVIEWINGTHECIRCLEASSTATIC
WESHOULDREGARDITASAN@ORGANICENTITYWHICHCHANGESDEVELOPSAND
INTERACTSWITHITSSURROUNDINGS.IEUWDORP"OTH#ASTRONOVAAND
.IEUWDORPUSETHEMETAPHOROFTHEMEMBRANETOADAPTTHEMAGICCIRCLE
TOTHEIROBJECTSOFSTUDY--/20'SANDPERVASIVEGAMESRESPECTIVELY
ANDINDOINGSOIMPLICITLYQUESTIONTHESTRONGBOUNDARYHYPOTHESIS
#HALLENGINGTHEMAGICCIRCLE
#LEARLY#OPIERISUNHAPPYABOUTTHECONCEPTOFTHEMAGICCIRCLE
ASITDOESNOTHELPHERTOUNDERSTANDFANTASYCULTUREAND,!20SBETTER
2EFERRINGTOVARIOUSDISCUSSIONSONMAILINGLISTSANDELSEWHEREABOUTTHE
MAGICCIRCLEBEINGARUSTYCIRCLESHEDOESNOTTHINKTHISGOESFARENOUGH
2EFERRINGTOTHEORIGINAL$UTCHEDITIONOF(UIZINGASBOOKSHEPOINTS
OUTSOMECOMMONMISINTERPRETATIONSOFHISCONCEPT(ERCONCLUSIONON
THETOPICISTHAT
THEVISUALIZATIONANDMETAPHORICALWAYOFSPEAKINGOFTHEMAGICCIRCLEAS
CHALKOREVENRUSTYCIRCLEISMISLEADING)TSUGGESTSWECANEASILYSEPARATE
PLAYANDNONPLAYINWHICHTHEPLAYSPACEBECOMESAMAGICALWONDERLAND
#OPIER
3HESUGGESTSTHATTHEMETAPHOROFTHEMAGICCIRCLEBEDISCARDEDSINCE
ITDOESNOTHELPUSTOUNDERSTANDTHENATUREOFGAMESORTHEACTOFPLAYING
THEM
/FCOURSEONEWAYTO@SOLVETHEPROBLEMSPOSEDBYTHEVARIOUSCAVEATS
DISCUSSEDPREVIOUSLYWOULDBETOTWEAKTHEDEFINITIONOFWHATAGAMEIS
0ERHAPSTHECONCEPTOFTHEMAGICCIRCLECANBESAVEDIFWHATCONSTITUTES
AGAMEISDEFINEDINSUCHAWAYTHATTHEPROBLEMATICEXAMPLESABOVE
AREDEEMEDNOTTOBE@REALGAMES)NTHISWAYONECOULDAVOIDTHEMESSY
peer-00571574, version 1 - 1 Mar 2011
DTQNOD@MINTQM@KNEBTKSTQ@KRSTCHDR

PROBLEMSPOSEDBY--/20'SPERVASIVEGAMES,!20SANDSOON
!LTHOUGHFEASIBLETHISISNOTASATISFYINGWAYOFSOLVINGTHEPROBLEMBUT
ISRATHERREMINISCENTOFSETTINGUP0TOLEMAICCIRCLESWITHINCIRCLESTOSAVE
ARUSTYPARADIGM0ROBLEMSWITHAPPLYINGTHESTRONGBOUNDARYHYPOTHESIS
ALSOPOPUPINSEEMINGLYUNPROBLEMATICGAMES0ROBLEMSWITHTHEMAGIC
CIRCLEARENOTONLYRELATEDTOCERTAINKINDSOFGAMESASDISCUSSEDABOVE
BUTALSOMOREGENERALLYTOTHEACTIVITIESOFPLAYINGGAMESSEEBELOW
'AMINGATHOMEGAMINGINEVERYDAYLIFE
4HISARTICLEISPARTLYTHERESULTOFANINTERVIEWSTUDYCONDUCTEDDURING
AUTUMN4HESTUDYWASNOTMOTIVATEDBYANURGETOEXAMINEQUESTIONS
RELATINGTOIMMERSIONORTHEMAGICCIRCLE)NFACTTHEOPPOSITEISTRUEAS
THISARTICLESPRINGSFROMFRUSTRATIONINTRYINGTOINTERPRETANDUNDERSTAND
RESULTSWITHTHEHELPOFTHATTHEORETICALCONCEPT
4HESTUDYITSELFWASASTUDYOFHARDCOREGAMERSWHOLIVEDINASMALL
3WEDISHTOWNINHABITANTS!LLTHEPARTICIPANTSWERESECONDOR
THIRDYEARSTUDENTSSTUDYINGCOMPUTERGAMEDESIGNATTHELOCALUNIVERSITY
COLLEGE4HEPARTICIPANTSMENANDTWOWOMENWEREBETWEEN
ANDYEARSOLDANDWERESELECTEDPRIMARILYBECAUSETHEYPLAYEDCOMPUTER
GAMESFREQUENTLYBETWEENANDHOURSPERWEEKWITHANAVERAGE
RANGINGBETWEENANDHOURS-OSTPLAYEDGAMESONBOTHPERSONAL
COMPUTERS0#SANDCONSOLESANDTHEYPLAYEDAVARIETYOFGAMESFROM
SEVERALDIFFERENTGENRES
!LLTHEINTERVIEWSWERECONDUCTEDINTHEPARTICIPANTSHOMES4HIS
ALLOWEDFORPERSPECTIVEONTHEPARTICIPANTSGAMINGACTIVITIESANDTOEX
PERIENCEANDQUERYASPECTSOFGAMINGINEVERYDAYLIFETHATARELOSTWHEN
THEMODERNRESEARCHEREQUIPPEDWITHATAPERECORDERORMPPLAYERAND
INSEARCHOFTHEWORDCONSEQUENTLYREDUCESSOCIALLIFETOTHEONESINGLE
MEDIUMOFCOMMUNICATION3TIMSON"YBEINGPRESENTINTHE
ENVIRONMENTTHATTHEPARTICIPANTSINHABITWHENTHEYPLAYGAMESITWAS
POSSIBLETOLOOKATTHEIRGAMINGSETUPANDTHEIRCOLLECTIONSOFGAMESAND
TAKEPHOTOSnSEE&IGUREASWELLASTOASKFORDEMONSTRATIONSORJUST
TOLOOKAROUNDUSANDASKQUESTIONS4HISALLOWEDINSIGHTSINTOASPECTS
THATOTHERWISECOULDBELOSTSUCHASMEANINGCONVEYEDTHROUGHCOSTOF
MATERIALSMOODSMELLCOLOURSSPACEHISTORYAMBIENTNOISETRAFFIC
TRAINSANDSOON
/NEEXAMPLEOFANOBSERVATIONTHATOTHERWISEMIGHTEASILYHAVEBEEN
MISSEDWASTHESUDDENREALIZATIONAFTERHAVINGVISITEDMORETHANHALFA
DOZENPARTICIPANTSINTHEIRHOMESTHATALARGEMAJORITYOFTHEMDIDNOT
OWNANYBOOKS3INCETHEPARTICIPANTSWEREUNIVERSITYSTUDENTSMOSTHAD
THEREQUIREDCOURSELITERATUREBUTUSUALLYNOTHINGELSENOTEVENNOVELS/UR
FIRSTREACTIONWASASTUNNEDREALIZATIONOFHOWDIFFERENTTHEPARTICIPANTS
WERETOOURSELVES$ESPITETHELACKOFBOOKSMANYSTILLHADBOOKSHELVES
BUTTHESEWEREUSUALLYFILLEDWITHCOMPUTERGAMESANDMOVIES4HISALSO
peer-00571574, version 1 - 1 Mar 2011
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HELPEDINTERPRETIONOFTHEANSWERSTOANOTHERQUESTIONWHICHTRIEDTO
DISCOVERWHETHERPARTICIPANTSDISPLAYEDANDCHERISHEDTHEIRGAMESAS
SOMETHINGTHATCOULDLEADTOINTERESTINGCONVERSATIONSWITHGUESTSOR
WHETHERTHEYWEREASHAMEDAND@HIDTHEMAWAYINACORNER)NTHEEND
THATQUESTIONMADELITTLESENSEASTHEPARTICIPANTSFORTHEMOSTPARTARE
IMMERSEDINACULTUREWHEREITISNORMALTOOWNANDPLAYMANYGAMES
4HEINTERVIEWSWEREAROUNDONEHOUREACHANDWEREFOLLOWEDBYAN
INTRODUCTIONTOTHEIRGAMINGSETUPSANDANOPPORTUNITYTOWATCHTHEM
DEMONSTRATETYPICALGAMESANDGAMINGSITUATIONS!NINTERVIEWGUIDEWAS
USEDWHICHCOVEREDSEVERALDIFFERENTISSUESRELATEDTOGAMINGINEVERYDAY
LIFEANDTHERELATIVELYLOOSESTRUCTUREALLOWEDJUMPINGBETWEENQUESTIONS
ASWELLASPOSINGFOLLOWUPQUESTIONSWHENEVERSOMETHINGESPECIALLY
INTERESTINGCAUGHTOURATTENTION4HEPARTSTHATWEREMOSTRELEVANTTO
THECURRENTDISCUSSIONTOUCHEDONTHEMATERIALDIMENSIONSOFGAMING
GAMINGEQUIPMENTSUCHASCONSOLESSPEAKERSSTEERINGWHEELSTHETEM
PORALDIMENSIONSOFGAMINGUSEOFLEISURETIMEUSEOFOTHERMEDIAIN
THEHOMEBUTPRIMARILYTHE@MENTALDIMENSIONSOFGAMINGISSUESOF
IMMERSIONGOODGAMINGSESSIONSANDLOSINGASENSEOFTIMEWHILEPLAYING
DISTRACTIONSANDINTERRUPTEDGAMINGSESSIONS
4HESTUDYYIELDEDLARGEAMOUNTSOFRICHDATABUTITSPURPOSEWASNOTTO
PROBLEMATIZETHEMAGICCIRCLETHEREFORETHEPRIMARYFOCUSOFTHISARTICLE
ISNOTTOREPORTONTHERESULTS(OWEVERONEOFTHERESULTSOFINTERVIEWING
HARDCOREGAMERSINTHEIRHOMESWASTHEAPPARENTLACKOF@MAGICALQUALITIES
INMOSTOFTHEEVERYDAYGAMINGSITUATIONSTHATTHEYDESCRIBED
&IGURE 4HESETUPOFAHARDCOREGAMERWITHAPENCHANTFORCOLLECTINGCONSOLES
NOTETHELARGENUMBEROFCONSOLESANDPERIPHERALS
peer-00571574, version 1 - 1 Mar 2011
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4HEUNMAGICALMAGICCIRCLE
"ASEDONTHESTUDYTHISARTICLEPRESENTSACHALLENGETOTHEMAGICCIRCLE
WHICHTOALARGEEXTENTHASNOTBEENDISCUSSEDINTHELITERATUREONCOMPUTER
GAMES4HISCONCERNSTHEAPPARENTLACKOF@MAGICINNUMEROUSDIFFERENT
GAMINGSITUATIONS)TTHENPROPOSESASUGGESTIONTAKINGBOTHTHISNOVEL
CHALLENGEANDPREVIOUSCHALLENGESINTOACCOUNT
$OINGAWAYWITHTHEMAGICCIRCLE
4HUSFARTHEFOCUSHEREHASBEENPRIMARILYONGAMESTHEMSELVESAND
ESPECIALLYONCERTAINKINDSOFGAMESBELONGINGTOCERTAIN@PROBLEMATIC
GENRESTHATCHALLENGETHEIDEAOFAMAGICCIRCLE4HISSECTIONFOCUSESON
GAMINGASANACTIVITYANDTHESITUATEDNATUREOFTHISACTIVITY)NSHORT
ITDOESNOTFOCUSONAPARTICULARTYPEOFGAMERATHERONTHEDIFFERENCE
BETWEENTURNINGOFFTHELIGHTSINPREPARATIONFORANINTENSIVESIXHOUR
SESSIONANDPLAYINGAPUZZLEGAMEFORMINUTESWHILETHEPASTAIS
COOKING4HEPOSITIONPRESENTEDHEREGREWOUTOFTHEINTERVIEWSTUDYAND
ISTERMEDTHENOBOUNDARYHYPOTHESIS
#OMPUTERGAMESASAROUTINEACTIVITY
4OMOSTOFTHEGAMERSINTERVIEWEDCOMPUTERGAMESANDGAMINGAREA
RECURRINGDAILYACTIVITYANDCONSEQUENTLYWASDESCRIBEDASAROUTINIZED
PRACTICEFIRMLYINTEGRATEDINTOTHEIREVERYDAYLIVES#ONSIDERINGTHATTHE
PARTICIPANTSPLAYEDONAVERAGEFORFIVEHOURSPERDAYSEVENDAYSPERWEEK
THISISNOTVERYSURPRISING
/FTENTIMESYOUREVERYFUCKINGBOREDESPECIALLYHEREIN3MALLTOWNAND
THENYOUPLAYEVENTHOUGHYOUDONTFEELMUCHLIKEITTOKILLANHOURORTWO
"UTxITSNOTNECESSARILYSOMUCHFUNYOURATHERDOITBECAUSEWELLTHERES
NOTHINGONTHE46FORTHATPARTEITHER0ARTICIPANT!
'AMESCANBEFUNBUTFORTHEMOSTPARTPLAYINGCOMPUTERGAMESMEANT
SOMETHINGELSESOMETHINGMOREPROSAICHAVINGSOMETHINGTODOWHEN
COMINGHOMEFROMSCHOOLSOMETHINGTHATTAKESTHEMINDOFFHOMEWORK
AWAYTOKEEPUPWITHFRIENDSONLINEORSOMETHINGTOTALKABOUTWHEN
MEETINGFRIENDSOFFLINE3OMEGAMERSPLAYEDGAMESWHENEVERTHEYHAD
ANHOURORTWOTOSPARE-ANYOTHERSPREFERREDTOPLAYINTHEEVENINGOR
ATNIGHTBYTHENTHEYHADFINISHEDALLTHEIRCHORESINCLUDINGCOURSEWORK
ANDCOULDPLAYWITHOUTBEINGDISTURBEDBYSUNLIGHTTELEPHONECALLSOR
BADCONSCIENCEOVERUNDONETASKS
#OMPUTERGAMESASAMONOTONOUSACTIVITY
0LAYINGCOMPUTERGAMESFORLONGHOURSCANBECOMEAROUTINEACTIVITY
AMONGOTHEREVERYDAYROUTINEACTIVITIES3OMEGOFURTHERANDFINDPLEASURE
INMOREORLESSMONOTONOUSGAMINGEXPERIENCESAKINTOREADINGTHESAME
BOOKORWATCHINGTHESAMEMOVIEOVERANDOVERAGAIN
peer-00571574, version 1 - 1 Mar 2011
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)HAVESATANDPLAYEDTHIS;GAME=DISTURBINGLYMUCHLATELY!NDTHISISTHE
KINDOFGAME)DONTWINTHATMUCHPLAYINGITANYLONGERTHERESNOSTORY
TOFOLLOWANYLONGER"UT)SITANDPLAYITANYWAYPRIMARILYBECAUSE)HAVE
GOTINTOMYHEADTHATYOUWILLGETSOMETHINGIFYOUMANAGEPERCENT
)THINKYOUGETTHEWHOLE0LANFROM/UTER3PACEACOMPLETELYBRILLIANT
MOVIE0ARTICIPANT%
'ENERALLY)LIKEEVERYTHINGTHATISREPETITIVE4OSIMPLYREPEATOVERANDOVER
ANDOVER.OTLARGEGRANDIOSEWORLDSORRUNNINGAROUNDANDEXPLORINGOR
THINGSLIKETHAT)THINKTHATSREALLYSENSELESSLYBORING"UTTOSPEEDRUNIN
1UAKEORPLAYDEFRAGMAPSORREPEATCOMBOSIN4ONY(AWKOVERANDOVER
)HAVENOIDEA;WHY)LIKEIT=)TSPRETTYANALASPLAYINGGOESBECAUSEINTHE
ENDWHENYOUVEDONEITREALLYGOODYOUJUSTCHASETHOUSANDTHSORHUNDREDTHS
OFASECONDTOSHORTENYOURRECORD0ARTICIPANT!
4HISDOESNOTSOUNDLIKEARECIPEFORFUN0ARTICIPANT!RECOGNIZED
THISHIMSELFANDHADPROBLEMSEXPLAININGWHYHEPLAYEDGAMESINTHIS
PARTICULARWAY(OWEVERTHEREARESEVERALCHARACTERISTICSOFAFLOWEX
PERIENCE#SÓKSZENTMIHÉLYIPRESENTEDHERESUCHASCHALLENGES
LEARNINGGOALSSKILLSFEEDBACKANDCONTROL
#OMPUTERGAMESAS@SPORTDEATH
!LTHOUGHGAMESCANBEFUNONECANNOTEXPECTSOMEONEWHOPLAYSFOR
FIVEHOURSPERDAYORMORETOBEEUPHORICABOUTTHEMALLTHETIME!T
TIMESPLAYINGCOMPUTERGAMESCANSEEMLIKEAPARTLYMASOCHISTICPRACTICE
OFPUSHINGTHEMINDUNTILTHEBODYPROTESTS
-OSTOFTENITSABOUTMEPLAYINGUNTILFOURFIVEINTHEMORNING!NDTHEN
)FEELSLIGHTLYNAUSEOUSANDFEELLIKENOWITSTIMEFORMETOGOTOBEDx
TIREDNESSTOOMUCHCAFFEINETOOMUCHNICOTINE)VEPLAYED7ORLDOF7ARCRAFT
UNTILLATEATNIGHTTHISMONTHTOGETHERWITHFRIENDSTHEYPLAYUNTILLATE
TOO0ARTICIPANT$
4HISCOULDBESEENASAMILDFORMOFWHAT3HERRY4URKLEIN
RELATIONTOEXTREMEHACKERSCALLED@SPORTDEATH@PUSHINGMINDANDBODY
BEYONDTHEIRLIMITSPUNISHINGTHEBODYUNTILITCANBARELYSUPPORTMIND

#OMPUTERGAMESASANOBLIGATION
4HEREAREMANYEXAMPLESOFPEOPLEPLAYINGFOROTHERREASONSINCLUDING
STRONGSOCIALREASONSSUCHASCOMMITMENTSANDRESPONSIBILITIESTOOTHERS
)NTERVIEWERn$OYOUFEELOBLIGEDTOSTAYALITTLELONGERANDHELPOUT;WHEN
YOUPLAYONLINEGAMES=
0ARTICIPANT#)TDEPENDSONHOWMUCHTHEYHAVEHELPEDME)FITSSOMEONE
WHOHASHELPEDMEALOTITFEELSLIKE@)LLSTAYALITTLELONGERCOMPAREDTO
WHAT)WOULDREALLYLIKETO,IKEDURINGTHEWEEKEND)HADASENSEOF
TOTALLIBERTY)WASUPTOWELL)SAID@.OMAXIMUMTHREE)HAVETOLEAVEAT
THREEnINTHEMORNING)MEAN!NDTHENLIKEOOPSHALFPASTTHREEnOK
peer-00571574, version 1 - 1 Mar 2011
DTQNOD@MINTQM@KNEBTKSTQ@KRSTCHDR
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PERHAPSITSTIMETODISCONNECTANDTHEN)STAYEDUNTILAQUARTERTOFOUR@.O
)REALLYHAVETOLEAVENOW)THAPPENSnYOUSTAYLONGERTHANINTENDEDAND
YOUFEELLIKE@'OSH)HAVETOHELPOUTSOME
!SACOROLLARY,INETALDESCRIBETHESTRONGSOCIALPRESSURESAT
PLAYIN4AIWANESEONLINEGAMES!TTHETIMEASMUCHASPERCENTOR
MOREOFTHETOTALPOPULATIONIN4AIWANPLAYEDONEOFTHETWOLEADING
ONLINEGAMES"ECAUSEOFHOWTHESEGAMESWEREDESIGNEDTHENEEDTOJOIN
A@CLANINGAMEGROUPWASHIGH(OWEVER@JOININGACLANANDCOOPERATING
WITHFELLOWCLANMEMBERSCANBECOSTLYANDRISKY-EMBERSAREHELDTO
CERTAINOBLIGATIONSANDHELPINGORCHATTINGWITHOTHERMEMBERCANBE
VERYTIMECONSUMING
3IMULTANEOUSCONSUMPTIONOFMEDIA
3EVERALOFTHEPARTICIPANTSHADTHEIR0#SORCONSOLESTURNEDONALLTHETIME
ANDPLAYINGAGAMEWASNOMORETHANSECONDSAWAYEVERYTIMETHEY
MOVEDAROUNDINTHEIROFTENONEROOMAPARTMENTS4OTHEMGAMESAREA
PASTIMEnASNONIMMERSIVEASHAVINGTHE46TURNEDONINTHEBACKGROUND
WHENDOINGSOMETHINGELSEINTHEHOME)NOTHERWORDSCOMPUTERGAMES
HAVEBECOMESOSUCCESSFULIN@COLONIZINGTHESPHEREOFEVERYDAYACTIVITIES
THATPLAYINGTHEMBECOMESTRANSFORMEDINTOAMUNDANEACTCOMPARABLE
TOWATCHINGTELEVISIONTOKILLTIMEORCOOKINGTOFILLONESBELLY
7HEN)LIVEDATHOMETHE46ANDTHECOMPUTERWEREPLACEDSOTHAT)COULD
SEEBOTHATTHESAMETIME3O)ALWAYSWATCHED46PROGRAMMESATTHESAME
TIMEAS)PLAYEDCOMPUTERGAMES)TWENTWELL;DOINGBOTHATTHESAMETIME=
&OOTBALL-ANAGERISATURNBASEDGAMESOTHEREISMUCHDOWNTIME!ND
STRATEGYGAMESALSOHAVEALOTOFDOWNTIME/RYOUCOULDWATCHSOMETHING
YOUKNEWWELLENOUGHALREADY0ARTICIPANT'
/NEPARTICIPANTLIKEDTOHAVESOMEBACKGROUNDNOISEAROUNDHIMAND
HADTHE46ONASA@SUBSTITUTEFORHAVINGAFRIENDOVER!NOTHERPARTICIPANT
OFTENATEDINNERANDPLAYEDCOMPUTERGAMESATTHESAMETIME
#OMPUTERGAMEEXPERTS
4HEFACTTHATTHE@MAGICOFGAMESGRADUALLYDISAPPEARSORSEEMSHARDER
TOHOLDONTOISSOMETHINGTHATISPROBABLYTRUEFORALLGAMERSASTHEYGET
OLDER%VENIFATWENTYSOMETHINGLONGTIMEGAMERPLAYSFOR@ONLYOR
HOURSPERWEEKTHEPARTICIPANTSPLAYEDBETWEENANDHOURSPER
WEEKTHEYMIGHTAMASSEASILYHOURSORMOREOFPLAYINGCOMPUTER
GAMESTHROUGHOUTTHEIRLIFETIME4HEEFFECTSOFTHISPROBABLYCORRELATEWITH
ANEXPERIENCEPERHAPSTHATONCEWAS@MAGICALBECOMING@NORMAL
;-YGIRLFRIEND=ISSODAMNCUTETOO9OUKNOWWHATYOUARELIKEAFTERACOUPLE
OFYEARSWHENYOUSORTOFSEETHEGAMEMECHANICSAFTERAFEWMINUTESANDYOU
UNDERSTANDWHATSORTOFGENREOFGAMES;THISIS=ANDYOUJUSTGRASPEVERYTHING
!NDSHEJUSTSITSLIKETHISANDEVERYTHINGISNEW)THINKITSTOTALLYCOOLTO
WATCH;HERPLAY=0ARTICIPANT%
peer-00571574, version 1 - 1 Mar 2011
O@QFL@M@MCI@JNARRNM CNXNTADKHDUDHML@FHB*
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!SALLTHEPARTICIPANTSSTUDIEDCOMPUTERGAMEDEVELOPMENTGAMES
TOTHEMMIGHTNOTEVENBE@NORMAL(AVINGHADTHECHANCETOPEEK
BEHINDTHECURTAINSGAMESBECOMEPERCEIVEDASRATHER@MECHANICALOR
@CONSTRUCTEDARTEFACTS
)MJEALOUSWHEN)WATCHMYGIRLFRIENDSITANDPLAYNOWADAYSTOSEEHER
TOTALIGNORANCEABOUTTHEARTBEHINDTHEGAMEBUTSHERATHERPLAYSITSJUST
EXPERIENCES0UREEXPERIENCEFORHERPUREFEELINGS;BUT=SOMEWHERE)WILL
ALWAYSTHINK@(OWDIDTHEYDOTHATANDTHENTHEWHOLEILLUSIONBREAKS
DOWN0ARTICIPANT%
!FTERYOUSPENDMOREANDMORETIMEDEVELOPINGGAMESMAYBEYOUBECOME
LESSINTERESTEDINREALLYPLAYINGGAMESTHATMUCHYOUONLYTHINKABOUTHOW
EVERYTHINGISDONEBUTTHATCANBEFUNTOOFORTHATMATTERx)TISSOMETIMES
HARDTOCONCENTRATEONTHEGAMEITSELFWHENYOUKNOWTOOMUCH9OUSEEALL
THESMALLDETAILSHOWTHEYHAVEANIMATEDITOVERTHERETHEYHAVEMADEA
SMALLERRORTHATTEXTUREDIDNOTLOOKSOGOOD0ARTICIPANT&
3EVERALPARTICIPANTSCOMMENTEDTHATTHEYSAW@THROUGHTHEGAMETHE
UNDERLYINGBUILDINGBLOCKSANDTHATTHEYCOULDSELDOMSUSPENDTHEIR
DISBELIEFANYLONGER@4HEYVEDONELIKETHATHEREWITHTHISEFFECTTHATS
COOLOK)CANIMPLEMENTTHATINMYOWNGAME0ARTICIPANT$
#OMPUTERGAMESASMAGICAL
4HEPARTICIPANTSDIDDESCRIBETRULYMAGICALGAMINGSITUATIONSBUTUSUALLY
WHENASKEDABOUTTHEIRBESTGAMINGEXPERIENCESEVERORWHENASKEDIN
ABSTRACTTERMSWHATTHEFUNOFGAMINGIS
)CANSAYWHY)THINKITISFUN;TOPLAYCOMPUTERGAMES=ANDTHATISWELLTHE
WHOLETHINGABOUTGETTINGTOKNOWABOUTANOTHERWORLDORGETTINGTOKNOW
ABOUTANOTHERCHARACTERANOTHERROLEAWAYTOGETAWAYFROMEVERYDAY
LIFE)GUESSTHATSWHATISFASCINATINGTHATITSANOTHERWORLDSOTOSPEAK
0ARTICIPANT"
$ESPITETHEFACTTHATMOSTEVERYDAYGAMINGSITUATIONSARENOTMAGICAL
THEREWERESOMESITUATIONSTHATCOULDBEDESCRIBEDAPTLYINTERMSOFA
MAGICCIRCLEATPLAY(OWEVERESTABLISHINGSUCHACIRCLEDOESNOTCOMEFOR
FREEANDCREATINGITISRATHERAMATTEROFEXPECTATIONPREPARATIONAND
HARDWORK
)NTERVIEWER7HATWASTHESITUATIONLIKEWHENYOUPLAYED3ILENT(ILL
0ARTICIPANT%4HESITUATIONWASTHATWEKNEWWEPLAYEDAHORRORGAMEWE
TURNEDOFFTHELIGHTSINTHEWHOLEDAMNAPARTMENTITWASPITCHDARKRAISED
THEVOLUMEONTHE46ANDTHENWESATREALLYCLOSE;TOTHESCREEN=ANDWE
SHATOURPANTS
)NTERVIEWER7E
0ARTICIPANT%7EWEREAGANGPLAYINGITDOYOUTHINK)PLAYTHATSHITALONE
!REYOUINSANE/HMYGOD4HEREWEREFOUROFUS)TSONEOFTHOSETHINGS
THATARESORTOFFUNNY)MQUITECAREFULINTRYINGTOMAKETHEEXPERIENCEAS
peer-00571574, version 1 - 1 Mar 2011
DTQNOD@MINTQM@KNEBTKSTQ@KRSTCHDR
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GOODASPOSSIBLE)NPARTICULARINHORRORGAMES)CANTTAKEHORRORGAMES
BECAUSE)MSUCHAFUCKINGCHEERLEADERWHEN)STARTTOSCREAM"UT)MLIKE
THAT)MALMOSTSELFDESTRUCTIVEWHEN)PLAYHORRORGAMESASAPARTFROMHOW
MANYOTHERSDOIT4URNOFFTHELIGHTSLOCKUPONWITHTHEHEADPHONESTURN
UPTHEVOLUMETURNDOWNTHEINTENSITYOFTHEGAMMA!NDTHEN)SITITENDS
WITHME)STILLHAVE#LIVE"ARKERS5NDYINGDOWNONMYBOOKSHELFWHICH
)THINKISTHEBESTHORRORGAMEEVER"UT)HAVENTDAREDTOPLAYITTHROUGH
)WILLNEVERDOTHATn)SHITMYPANTSWHEN)HEARTHEINTROTHEME;MUSIC=
ONTHEMENU)TCANTBEDONE
7EALSOSAWTHISPREPARATIONFORWORKINGHARDINORDERTO@CHARGE
THECIRCLEWITHMAGICWHENSOMEOFTHEPARTICIPANTSTALKEDWORSHIPFULLY
ABOUT4HE'AMEFORWHICHTHEYHADBEENWAITINGFORAYEARORLONGER!T
THETIMEANDFORSOMEPARTICIPANTSTHISGAMEWAS4HE%LDER3CROLLS)6
/BLIVION"ETHESDA3OFTWORKSRELEASED-ARCHIN3WEDEN
#OMPUTERGAMESEXPANDINGINTHEFOURDIMENSIONS
!SISCLEARTHEPARTICIPANTSHABITUALLYPLAYGAMESINAVARIETYOFWAYS
ANDFORAVARIETYOFREASONSWITHOUTENTERINGINTOANYTHINGEVENREMOTELY
CORRESPONDINGTOAMAGICCIRCLE4HIS@COLONIZINGMOVEISTHEOPPOSITEOF
WHATHASBEENCLAIMEDFORPERVASIVEGAMESWHICHARESAIDTOEXPANDINTO
EVERYDAYLIFE.IEUWDORPEXPLAINSTHATPERVASIVEGAMESARESUPPOSED
TOEXPANDTHESEMIOTICDOMAINOFTHEGAMEINTOTHEDOMAINOFEVERYDAY
LIFE4OMAKETHISSHIFTINWHICHTHEORDINARYBECOMESPARTOFWHATIS
MAGICALFIRSTTHEPLAYERNEEDSTOENTERA@PARATELICSTATE.IEUWDORP
4HEMOMENTONEENTERSTHATSTATEIS
THEINSTANCEINWHICHA@NORMALPERSONPARTICIPATINGINALIFEWORLDDOMAIN
DECIDESTOREJECTTHEPRACTICESANDCONVENTIONSWITHINTHATPARTICULARSEMIOTIC
DOMAINTOENTERANOTHERMOREPLAYFULONE.IEUWDORP
(OWEVERWETHINKTHATINMANYSITUATIONSITISMORECORRECTTOSAYTHAT
EVERYDAYLIFECOMESTOENCOMPASSGAMEPLAYRATHERTHANTHEOTHERWAY
AROUND)TISCLEARTHATTHEPARTICIPANTSOFTENPLAYEDGAMESWITHOUT
ADOPTINGALUSORYATTITUDEORENTERINGAPARATELICSTATE4HEYSHIFTED
THEIRATTENTIONBETWEENAMESSAGINGSERVICETHESTOVEANDTHEGAMEAND
FORTHEMTHISDIDNOTMEANTHATTHEEVERYDAYACTIVITIESTOOKONMAGICAL
QUALITIESRATHERTHEOPPOSITE
!NOTHERTHINGTHATWASMADECLEARBYTHEPARTICIPANTSWASTHATASGAMES
WERESUCHALARGEPARTOFWHATTHEYANDTHEIRFRIENDSIDENTIFIEDTHEM
SELVESWITHTHEREWERENUMEROUSDIFFERENTREASONSTOPLAYTHEM/NE
REASONWASTHATONEJUSTHADTOPLAYGAMESTOKEEPUPWITHTHEGAMING
SCENE!NOTHERWASTHATONEHADTOPRACTISESKILLSTOKEEPUPWITHOTHER
PEOPLEONEPLAYEDWITHEITHERONLINEOROFFLINE7HILENOTHAVINGMUCH
TODOWITHTHE@MAGICOFGAMESTHESEKINDSOFINCENTIVESANDPRESSURES
WEREALARGEPARTOFWHATGAMESANDGAMINGMEANTTOTHEPARTICIPANTS
(OMO,UDENS(UIZINGA;=WASWRITTENALMOSTYEARSAGO
ANDTHEGAMESITREFERSTOAREHUNDREDSIFNOTTHOUSANDSOFYEARSOLD
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3EVERALWEREPARTOFRITUALACTSWHICHMARKEDSPECIALTIMESINTHELIVESOF
COMMUNITIESANDINDIVIDUALS(UIZINGASGAMESWEREOFTENEXTRAORDINARY
INALITERALSENSEBUTGAMESTODAYHAVEBECOMEUBIQUITOUSANDORDINARY
'AMESHAVEEXPANDEDINTHEFOURDIMENSIONSARESUDDENLYALLAROUNDUS
ANDATALLTIMESINLIVINGROOMSHOMES46QUIZSHOWSCELLPHONESPUBLIC
EVENTSANDKICKOFFS!LTHOUGHTHEMATERIALHEREHASBEENCOLLECTEDONLY
FROMHARDCOREGAMERSWETHINKTHATTHISISANADVANTAGEANDTHATTHE
RESULTSPRESENTEDMAKECERTAINISSUESEASIERTOSEEWHICHAREPRESENTFOR
OTHERGROUPSOFGAMERSAVERAGECASUALGAMERSANDINMANYOTHERSITU
ATIONSWHEREGAMINGHAPPENS!ARSAND*OHANSSON
'ALLOWAYWRITESABOUTTHESIMPLEACTOFPRESSINGTHEPAUSE
BUTTONWHENPLAYINGAGAME$ESPITETHESIMPLICITYOFTHEACTITISDIF
FICULTTOEXPLAINBYINVOKINGTHEMAGICCIRCLE(OWEVERRAREMOMENTS
OF@MAGICSEEMEDTOBEINTHELIVESOFTHEPARTICIPANTSANDITWOULDBE
USEFULTOHAVEAWAYOFCONCEPTUALIZINGGAMINGWHICHCANHANDLEBOTH
@MAGICAND@NONMAGICGAMINGSITUATIONS7HATISNEEDEDISATHEORYTHAT
ALLOWSFORFLUIDTRANSITIONSBETWEENTHEINSIDEANDTHEOUTSIDEOFTHECIRCLE
MUCHLIKE#ASTRONOVAAND.IEUWDORPSIDEASABOUTTHEMAGICCIRCLEASA
@MEMBRANE4HISARTICLEMOVESONTOTHISSUBJECTINTRODUCINGTHECON
CEPTOFTHEWEAKBOUNDARYHYPOTHESIS
&RAMINGTHEMAGICCIRCLE
0RESENTINGTHEWEAKBOUNDARYHYPOTHESISDRAWSHEAVILYONTHEWORKOF
SOCIOLOGIST'ARY!LAN&INEINHISBOOK3HARED&ANTASY&INEIN
TURNDREWONTHEWORKOFTHEEMINENTSOCIOLOGIST%RVING'OFFMANES
PECIALLYHISBOOK&RAME!NALYSIS!SHORTINTRODUCTIONTOTHESE
THOUGHTSWILLBEGIVENHERE
"ASICALLYALLTHESEEMINGLYPROBLEMATICEXAMPLESABOVERUNUPAGAINST
THESTRONGBOUNDARYBETWEENTHEINSIDEANDTHEOUTSIDEOFTHEMAGICCIRCLE
4HATBOUNDARYISDESCRIBEDASBINARYASONOFFADICHOTOMYSEPARATING
MAGICALGAMESITUATIONSFROMNONGAMEORDINARYLIFESITUATIONS3EVERAL
OFTHEEXAMPLESSEEMTO@SHORTCIRCUITTHEINSIDEANDTHEOUTSIDEOFTHE
MAGICCIRCLEBUTWHEREEXACTLYDOESTHATLEAVEIT
4HESUGGESTIONHEREISTOADOPTTHEMUCHMOREFLEXIBLEIDEAOFFRAMES
WITHINFRAMESWHENTHINKINGABOUTTHEGAMINGSITUATION4HEORDINARY
LIFEFRAMEALSOCALLEDPRIMARYFRAMEWORKISTHEBASELINEFORANYANDALL
ACTIVITIES(OWEVERINMANYCASESWEESTABLISHENTERANDMAINTAINSUB
FRAMESTHATREDEFINETHESITUATIONATHAND)NATYPICALDAYFOREXAMPLE
THEFIRSTAUTHORTYPICALLYSWITCHESBETWEENTHEROLESOFUNIVERSITYLECTURER
ADVISERTOASTUDENTWRITINGTHEIRTHESISACUSTOMERWAITINGFORSERVICEIN
ASHOPAHUSBANDANDFATHER)NALLOFTHESEROLESONETRIESTOFULFILTHE
EXPECTATIONSOFTHEIR@AUDIENCEASBESTTHEYCAN'OFFMAN!NOTHER
IMPORTANTROLEISTHATOFAGAMERADOPTINGTHELUSORYATTITUDE3ALENAND
:IMMERMANAADHERINGTOTHERULESANDACCEPTINGTHELIMITATIONS
OFTHEGAMEONEISPLAYING
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4HEREISNOTHINGMAGICALABOUTSWITCHINGBETWEENTHESEROLES)TIS
SOMETHINGWEDOALLTHETIMEANDCANBEDONELITERALLYATTHEBLINKOFAN
EYE)TISANALOGOUSTO@CODESWITCHINGIETHEWAYTHATABILINGUALPER
SONCANSWITCHBETWEENLANGUAGESUNPROBLEMATICALLYIFTHESITUATIONSO
DEMANDSIT%LLIS4HUSAPLAYER!LANCANBEDEEPLYINVOLVEDIN
ADISCUSSIONABOUTGAMERELATEDISSUES@)NEEDTOUNDERSTANDHOWSPAWN
POINTSWORKANDTHENSAYTHATHE@NEEDSTOGOTOTHEBATHROOMWITHOUT
CONFUSIONBREAKINGOUTAMONGTHEOTHERPLAYERS4HEYALLUNDERSTAND
THAT!LANSWITCHEDFRAMEANDTHATTHECOMMENTABOUTTHESPAWNPOINT
WASUTTEREDBY!LANTHEPLAYERWHILETHECOMMENTABOUTTHEBATHROOM
WASUTTEREDBY!LANTHEPERSON/NTOPOFTHIS!LANJUGGLESYETANOTHER
FRAMETHATOF,OHARTHEMIGHTYWARRIORPLAYEDBY!LANTHEPLAYER
,OHARHASYETOTHERNEEDS@)NEEDTOBASHINTHEMAGICIANSHEADBEFORE
HETRANSFORMSMEINTOATOAD
@7EAKASINWEAKBOUNDARYHYPOTHESISDOESNOTMEANTHATDIFFERENT
FRAMESPERSONnPLAYERnCHARACTERAREUNCLEARORFLOATTOGETHERANDMIX
!TEVERYSPECIFICPOINTINTIMEANDFOREVERYUTTERANCEORACTIONONLYONE
FRAMEISACTIVE-ISUNDERSTANDINGSABOUTWHICHFRAMEISBEINGINVOKED
CANGENERATEMIRTHBUTPEOPLEARESURPRISINGLYADEPTATGRASPINGWHERE
WEAREINFRAMESPACEATANYSPECIFICMOMENTASIMPLIEDBYTHETITLEOF
A3WEDISH0H$THESISABOUTCOMPUTERGAMES@4IMETO%AT/KAY)LL*UST
$IE&IRST*OHANSSON4HEACTIVEFRAMEISTHEFRAMETHATANSWERS
THEIMPLICITQUESTION@WHATISGOINGONHERE'OFFMAN7HAT
ISGOINGONHERE)HADTOGOTOTHEKITCHENTOFINDSOMETHINGTOEAT
7HATISGOINGONHERE)WANTYOUTOEXPLAINHOWSPAWNPOINTSWORKIN
THISGAME7HATISGOINGONHERE)SUSPECTHEISTRYINGTOTURNMEINTO
ATOADANDANYWAY)DLIKETOHAVEHISCRYSTAL7HAT@WEAKREFERSTOHERE
ISTHATTHEBOUNDARIESBETWEENTHEDIFFERENTFRAMESAREPERMEABLEAND
ITISPOSSIBLEBUTNOTNECESSARYTOMOVEBETWEENTHEMEFFORTLESSLY4HE
NEXTUTTERANCECANREFERTOANYFRAME4HEFACTTHATITISEASYTOSWITCH
BACKANDFORTHBETWEENBEINGAPERSONINTHEORDINARYLIFEFRAMEANDA
PLAYERINTHEGAMEFRAMEASTHENEEDARISESMAKESTHEWEAKBOUNDARY
HYPOTHESISVERYDIFFERENTFROMTHEMAGICCIRCLEANDTHESTRONGBOUNDARY
HYPOTHESIS
7HATISAPLAYERDOINGWHENTHEYARECHEATINGINAGAME#ONSALVO
STATESTHAT@MANYPLAYERShCHEATvINGAMESWHENTHEYGETSTUCK
"UTWHEREAM)INRELATIONTOTHEMAGICCIRCLEWHEN)BEGINTOFEELINCREAS
INGLYFRUSTRATEDOVERBEINGSTUCKINAGAME!NDWHATEXACTLYAM)DOING
WHEN)SEARCHONTHEINTERNETFORHOWTODEFEATTHESEEMINGLYUNASSAIL
ABLEBOSSANDAFTERHAVINGFOUNDTHEANSWERTURNBACKTOTHEGAME!M
)CONNECTINGTHEINSIDEOFTHECIRCLETOTHEOUTSIDE3HORTCIRCUITINGTHE
CIRCLE(OWMUCHMAGICISTHERELEFTINTHISSPECIFICCIRCLE/RISTHEMAGIC
GRADUALLYSLIPPINGAWAYASMYLEVELOFFRUSTRATIONINCREASES7HATARETHE
USEANDEXPLANATORYVALUEOFMAGICCIRCLESIFTHEYCANNOTEXPLAINPERFECTLY
ORDINARYGAMINGSITUATIONS/URANSWERASTOWHATISHAPPENINGISTHAT
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)SWITCHFROMTHECHARACTERFRAME@)CANTKILLTHEBOSSTOTHEPLAYERGAME
FRAME@)HAVETOFINDAGAMEWALKTHROUGHTOTHEPERSONORDINARYLIFE
FRAME@)HAVETOOPENUPMYWEBBROWSERANDTHENBACKAGAINAFTER
HAVINGFOUNDTHEANSWER
$ISCUSSIONANDCONCLUSION
4HISARTICLEHASATTEMPTEDTODOANUMBEROFTHINGS4HEFIRSTWASTO
DETHRONETHETERM@MAGICCIRCLEALSOREFERREDTOHEREASTHESTRONG
BOUNDARYHYPOTHESISBYSHOWINGHOWANOMALIESINDEFININGANDUSING
THECONCEPTHAVEPILEDUPINAVARIETYOFSTUDIESOF@PROBLEMATICGAMES
7HENSOMUCHEMPIRICALDIRTHASBEENSWEPTUNDERTHETHEORETICALCARPET
THATONETRIPSONITITISTIMETORETHINKTHETHEORETICALFRAMEWORK4HE
SECONDWASTOSHOWHOWTHISSTUDYOFACTUALGAMERSFURTHERREFUTEDTHE
STRONGBOUNDARYHYPOTHESIS4HESTUDYSHOWEDTHATFORTHEMOSTPART
PLAYINGCOMPUTERGAMESISFORTHESEHEAVYGAMERSAROUTINEANDMUNDANE
ACTIVITYTHATOFTENCONTAINSLITTLEORNOMAGICATALLREFERREDTOHEREAS
THENOBOUNDARYHYPOTHESISMAKINGTHEBOUNDARYBETWEENPLAYAND
NONPLAYTENUOUSTOSAYTHELEAST4HETHIRDWASTOPRESENTANALTERNATIVE
THEORETICALFRAMEWORKBASEDON&INEWHICHCANACCOUNTFORALL
THEEXAMPLESPRESENTEDHEREANDMORE7ETHINKTHATTHISFRAMEWORK
REFERREDTOHEREASTHEWEAKBOUNDARYHYPOTHESISHOLDSMUCHPROMISE
ANDSHOULDBEEXPLOREDFURTHER)NTHISDISCUSSIONWEWISHTODRAWATTEN
TIONTO3UTTON3MITHSRHETORICSOFPLAY
4HEREISATENDENCYINGAMESTUDIESTOLOOKATTHEGAMINGSITUATION
INISOLATIONASASINGULAREVENTANDTHATTHISTENDENCYLEADSTOAFOCUS
ONTHINGSSUCHASMAGICCIRCLESIMMERSIONANDFLOW4HISFOCUSACTUALLY
HASMUCHINCOMMONWITHSOCALLED@EFFECTSRESEARCHWHICHTENDSTO
LOOKATTHEACTOFPLAYINGINISOLATIONANDGOESONTOSEARCHFORTHEEFFECTS
THATTHISACTHASONTHEPLAYER/FCOURSETHEDIFFERENCEISTHATEFFECTS
RESEARCHTENDSTOFOCUSONNEGATIVEEFFECTSWHEREASRESEARCHONFOR
EXAMPLETHEMAGICCIRCLETENDSTOFOCUSONPOSITIVEEFFECTS4HEREIS
NOTHINGWRONGWITHTHISFOCUSINITSELFBUTITNEEDSTOBEACCOMPANIEDBY
APERSPECTIVETHATRELATESGAMESANDGAMINGTOPROCESSESTHATSPANLONGER
PERIODSOFTIMEANDSITUATEGAMESINTHEEVERYDAYLIFEOFTHEGAMERS!
SIMILARTRANSFORMATIONHASTAKENPLACEINTHEAUDIENCERESEARCHOFOTHER
MEDIAATRANSFORMATIONWHICHHASHADTODOWITHBOTHTHEDIFFICULTIES
OFPREVIOUSRESEARCHPARADIGMSANDTHECHANGINGNATUREOFTHEOBJECTOF
STUDY!BERCROMBIEAND,ONGHURST
7HYHASTHEREBEENANEEDTOEMBRACE(UIZINGASMAGICCIRCLEINGAME
STUDIES7HYTHEEMPHASISON@FUN@SPECIALNESSAND@OTHERWORLDLINESS
WHENGAMESCLEARLYPLAYMANYDIFFERENTROLESANDFILLMANYOTHERFUNC
TIONS4HISARTICLEHASDISCUSSEDTHENEEDTOCREATEAPREHISTORYOFGAME
STUDIESANDSUGGESTEDTHATTHEREISSOMETHINGTHATMANYPRESENTDAY
GAMESCHOLARSSHAREWITH(UIZINGANAMELYAWISHTOFRAMEGAMESAND
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GAMINGINAPOSITIVELIGHTANDTORAISETHESTATUSOFCOMPUTERGAMES
ANDTHEIRSTUDY4HUSATPLAYHEREARETWOOFTHESEVEN@RHETORICSOFPLAY
THAT3UTTON3MITHHASDESCRIBED4HEFIRSTRHETORICISTHERHETORIC
OFPLAYASTHEIMAGINARYWHICH@IDEALIZESTHEIMAGINATIONFLEXIBILITY
ANDCREATIVITYOFTHEANIMALANDHUMANPLAYWORLDS4HE
SECONDRHETORICISTHERHETORICOFTHESELFWHICHREFERSTO@FORMSOFPLAY
INWHICHPLAYISIDEALIZEDBYATTENTIONTOTHEDESIRABLEEXPERIENCESOFTHE
PLAYERSnTHEIRFUNTHEIRRELAXATIONTHEIRESCAPEnANDTHEINTRINSICOFTHE
AESTHETICSATISFACTIONSOFTHEPLAYPERFORMANCES)NJUSTIFYING
THEIRGAMINGACTIVITIESWEHAVESEENTHESETWOPOSITIONSBEINGSTATEDAND
ELABORATEDUPONREPEATEDLYBYTHEPARTICIPANTSINTHISSTUDY
4HESETWORHETORICSFITINTOANIDEALIZEDANDIDEALIZINGPICTUREOF
COMPUTERGAMESANDGAMESINGENERAL)TISEASYTOBELIEVETHAT(UIZINGA
HELDSUCHAVIEWANDITISPERHAPSNOTSURPRISINGTHATPEOPLEWHOARE
PROFESSIONALGAMEDESIGNERSSUCHAS+ATIE3ALENAND%RIC:IMMERMAN
FEELESPECIALLYDRAWNTOSUCHAMAGICMODELANDTHESESTRONGLYPOSITIVE
RHETORICSOFGAMES)NHISBOOK!4HEORYOF&UNFOR'AME$ESIGN
GAMEDESIGNER2APH+OSTERSTARTSTHEBOOKOFFBYTELLINGTHE
READER@MYGRANDFATHERWANTEDTOKNOWWHETHER)FELTPROUDOFWHAT
)DO!FTERHAVINGTHOUGHTITTHROUGHHETOLDHISGRANDFATHER@YESTHIS
ISSOMETHINGWORTHWHILE)CONNECTPEOPLEAND)TEACHPEOPLE7EARE
HAPPYON+OSTERSBEHALFBUTCANNOTFAILTONOTETHATHISANSWERISSUITABLE
NOTONLYFORGAMEDESIGNERSBUTALSOFORTHEFORMALSPEECHESOFUNIVERSITY
TEACHERSPHILOSOPHERSANDRELIGIOUSLEADERS
"YADOPTINGTHEFRAMEMETAPHORINSTEADOFTHE@MAGICCIRCLEITISPOS
SIBLETOAVOIDTHEIDEALIZINGCONNOTATIONSOFACONCEPTTHATISDEEPLYTIEDTO
DIFFERENTRHETORICSOFPLAY4O@PLAYNOTONLYMEANSWATCHINGLISTENINGAND
SENSINGTHEWORLDBUTALSOIMPLIESACERTAINWAYOFPERCEIVINGANDACTING
ITISMOREADESCRIPTIONOFASTATEOFMINDTHANANYTHINGELSE4HEEARLY
ATTEMPTSATDISTINGUISHINGGAMESTUDIESFROMOTHERFIELDSOFMEDIASTUDIES
LED0EARCEAMONGOTHERSTOASSUMETHAT@4HEFIRSTANDMOSTIMPORTANT
THINGTOKNOWABOUTGAMESISTHATTHEYCENTERON0,!95NLIKELITERATURE
ANDFILMWHICHCENTERONSTORYINGAMESEVERYTHINGREVOLVESAROUND
PLAYANDTHEPLAYEREXPERIENCEEMPHASISADDED,IKEUSLATER
WRITERSONGAMESANDGAMINGHAVERECOGNIZEDANEEDTOGETAWAYFROM
THIS'ALLOWAYSUSEOF@OPERATORINSTEADOF@PLAYERISMOTIVATEDBY
@THEMACHINICALMOSTINDUSTRIALANDCERTAINLYCYBERNETICASPECTOFMUCH
HUMANnCOMPUTERINTERACTIONANDHESTATESTHAT@PLAYDOES
NOTGOFARENOUGHINORDERTOUNDERSTANDCOMPUTERGAMESASAHISTORICAL
ANDMATERIALMEDIUM-ALABYSPROCESSUALDEFINITIONOFGAMESALSO
RECOGNIZESTHELIMITINGEFFECTOFEQUATINGCOMPUTERGAMINGWITHPLAYING
4HINKINGINTERMSOFFRAMESTAKESAWAYTHEPROBLEMWITHTHEUNWANTED
CONNOTATIONSOFTHE@MAGICCIRCLEANDSTEERSAWAYFROMTHEPLAYRHETORIC
4HISALLOWSUSTOAPPROACHGAMINGINAMOREUNPREJUDICEDWAY&URTHER
ITINDICATESTHATGAMESAREBEINGTRANSFORMEDINTOANEWMEDIUMTHATCAN
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BEUSEDFORMANYDIFFERENTPURPOSESONLYSOMEOFWHICHHAVETODOWITH
PLAY.OWADAYSTHEREAREOTHERCONCEPTIONSOFGAMESSUCHASSERIOUSOR
PERVASIVEGAMESTHATDONOTNECESSARILYAIMATBEINGPLAYFUL
4OCONCLUDEWEWOULDLIKETOSAYTHATPERHAPSTOOMUCHRESEARCHON
GAMESBEGINSASWELLASENDSWITHTHEASSUMPTIONTHATGAMESAREFUN
(OWEVERWHENGAMESBECOMEPARTOFEVERYDAYLIFEITISOBVIOUSTHATTHEY
ARESOMETHINGOTHERTHANJUSTVEHICLESFORFUN4HISSHOULDBERECOGNIZED
MOREOFTENINRESEARCHONGAMES
.OTES
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OF-EDIATERRA'AMINGREALITIES!THENS'REECEn/CTOBER
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peer-00571574, version 1 - 1 Mar 2011
peer-00571574, version 1 - 1 Mar 2011
... Forestillingen om at det å spille dataspill handler om å leve seg helt og holdent inn i en annen verden, er en misvisende beskrivelse av spill som aktivitet, ifølge Juul (2005). Den magiske sirkelen som begrep i spillforskning er også mye kritisert for å fremstille forholdet mellom det virkelige og det virtuelle på måter som ikke gjenspeiler måten spillere faktisk spiller og opplever spill i hverdagen på (Consalvo, 2009;Pargman & Jakobsson, 2008). I realiteten forhandler spillere seg frem til en spillopplevelse i et kontinuerlig samspill mellom fiksjon og strategisk gameplay, og det er fullt mulig å oppnå en god spillopplevelse uten å leve seg inn i spilluniverset (Juul, 2005). ...
... I denne artikkelen støtter vi oss til en forståelse av dataspill som sosiale rammer (Consalvo, 2009;Pargman & Jakobsson, 2008). Ifølge sosiologen Erving Goffman (1974) er rammer kognitive strukturer for hvordan vi tolker og forstår sosiale situasjoner og interaksjoner, og som vi justerer vår adferd og oppførsel etter gjennom dynamiske og relasjonelle prosesser (Persson, 2018). ...
... Goffmans rammebegrep er tidligere anvendt om spill og fantasiverdener for at man skal forstå hvordan den sosiale virkeligheten, spillregler og spilluniverset kontinuerlig overlapper hverandre og glir over i hverandre, og hvordan spillere sømløst veksler mellom disse (Fine, 2002;Pargman & Jakobsson, 2008). Med dette som bakteppe er det interessant for oss å se på hvordan laererstudentene ser mulighetsrommet denne vekslingen mellom fantasi og virkelighet gir i en etikkdidaktisk undervisningssituasjon. ...
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This article explores how student teachers experience the potential that games can bring to ethics education. We had student teachers test different games and then reflect on the games' possibilities, both individually and in groups. The study shows that the students place significant emphasis on the action-oriented aspect of ethics, applied ethics, and that this influences the criteria they believe a video game should meet to be used in teaching. The students emphasized that the choices in the games should be clear and realistic for them to be relevant for students in a classroom setting. Games with magical elements, on the other hand, were seen as less relevant. The students also emphasized that the choices players have to make in the games should be discussed in groups, so that different perspectives and viewpoints are more clearly highlighted. Keyword: Game-based learning, ethics didactics, teacher education, digital games, immersion, frames
... Increasingly these platforms, whether online games, message boards, or social media sites, have come to be explored as spaces (e.g., Steinkuehler & Williams, 2006). Digital media spaces occupy a curious position: they are distinct from our physical inter actions, yet closely linked to them; they have a "less real" quality to them yet can be an extremely mundane part of life (Apperley, 2010;Pargman & Jakobsson, 2008). ...
... Instead, it appears as rote negativity "just because," enabled by social norms that do not contest such behavior and sometimes even encourage it. Gaming can be an extremely mundane activity (Pargman & Jakobsson, 2008) and it follows that negative conduct can be as well: ...
... Offline Social Norms. The line separating offline and online, game and nongame, is porous rather than solid; gaming always takes place bounded by the everyday, rather than sep arated from it (Apperley, 2010;Pargman & Jakobsson, 2008;Taylor, 2009). Consequently, behavioral norms from every day life beyond games also influence player behavior, as is evident in the following response: I try my best to behave in the same way [as in other everyday contexts] and above all in a nice and positive way. ...
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In this study, we examine young people’s self-reported negative (“toxic”) online gaming conduct via a qualitative survey (N = 95) of active game players aged 15–25 in Finland. Drawing from young people’s lived experiences, we present negative gaming conduct as a complex whole, stemming from a combination of online disinhibition, affective intensity, game cultural conduct norms, and individual preferences. We explore online gaming environments as spaces with different technological and communicative affordances. In this study, we demonstrate how not all negative gaming conduct is equal in intent or outcome and introduce the concept of banal toxicity: outwardly hostile but routine conduct that lacks emotional intensity and serves little strategic purpose yet is conducive to an overall social landscape of negativity.
... Not all, or even most of, gaming is important or central to the people playing games. Our recreational motive profile and previous research (e. g. [70,[80][81][82]) show that gaming can often be quotidian, boring, interchangeable with some other activity, and simply not that big of a deal. Making this kind of recreational, non-specific game play motive visible is important, as it represents the common and possibly unremarkable experience shared by countless players. ...
... [25,70,72,89]), and by extension, so are its outcomes. Digital game play is not a separate, disconnected sphere of life, but an integrated and mundane part of an individual's everyday life [70,80,81,88]. It follows that the impact, or non-impact, of gaming on well-being depends on a wide range of factors related for example to an individual's life situation, gaming habits, and overall well-being, as well as which dimensions and markers of well-being are being explored. ...
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Especially since the 2010s, we have seen rapidly increasing discussion and research on the causal and correlational relations between digital gaming and different dimensions of well-being. This quantitative study presents a starting point of a four-year longitudinal study of the connections between adolescents’ gaming motives, gaming culture participation, and different aspects of psychosocial well-being (digital engagement, internalising symptoms, and academic adjustment) in a sample (N=2053) of actively gaming Finnish 6th and 8th graders (ages 11–14). Results show three distinct player profiles differing in gaming motives and well-being correlates: escapist game players, achiever game players, and recreational game players. These provide a starting point for exploring both the interactions between gaming and well-being and the stability of gaming motives over time.
... Although gaming is probably for the most part "fun", however individuals interpret the word, it is not always about playful leisure, but can, for example, be work (Bihari and Pattanaik, 2023), monotonous "grinding" of repetitive content or systematically working to hone gaming skills (Pargman and Jakobsson, 2008;Vahlo, 2018), or professionally creating video content (Törhönen, 2021). Gaming can also have instrumental functions. ...
... Gaming is inevitably interwoven with other aspects of a player's life, and has to be negotiated in relation to mundane everyday commitments such as studies, sleep, social relations, and work, and takes place regulated by the constraints of resources such as time and money (e.g., Pargman and Jakobsson, 2008;Apperley, 2010;Meriläinen, 2022). As discussed by the youth in our study, gaming can be boring, but it can also provide exceptional experiences, whether through escapism and immersion in game stories or memorable moments with friends or family. ...
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Whether gaming has a beneficial or detrimental effect on young people's lives is a defining feature in both the research and the public discussion of youth digital gaming. In this qualitative study, we draw from a thematic analysis of the experiences of 180 game players in Finland, aged 15–25 years. Utilizing the digital gaming relationship (DGR) theory, we explore how different aspects of gaming actualize in their lives, and how different features of gaming culture participation come together to form their experience. We contend that framing gaming as a balancing act between beneficial and detrimental obscures much of the complexity of young people's gaming, reinforces a partially false dichotomy, and overlooks young people's agency. Based on our results, we suggest alternative approaches that help reduce and avoid these problems.
... Sterker nog, niet heel anders dan hoe Vanderbeeken de kunstwereld voorstelt (p. 71), worden games vanuit Huizinga's 'homo ludens'-theorie vaak voorgesteld als 'magische cirkels' waarin vrij geëxperimenteerd kan worden met niet-gevestigde ordes (zie Pargman & Jakobsson, 2008). Als Vanderbeekens kritiek op gaming zou luiden dat het 'verkeerde' cultuur is doordat de bedrijven die deze vervaardigen miljardencorporaties zijn (zie Harambam et al., 2011) die enkel denken vanuit geld, was dat pertinenter geweest. ...
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Johdanto Uskonto ja pelit liittyvät toisiinsa monin eri tavoin. Monissa uskonnollisissa myyteissä kuvataan jumalten tai ihmisten pelejä, mutta kenties selkein kytkös uskonnon ja pelien välillä, mikä näkyy tämänkin teemanumeron painotuksessa, ovat pelien uskonnolliset sisällöt. Uskonnon ja pelaamisen yhteys näkyy toisinaan myös uskonnollisten auktoriteettien suhtautumisissa pelaamiseen tai pelien sisältöihin. Uskonnollisten ryhmien suhde peleihin tai pelaamiseen voi tällöin muodostua kitkaiseksi, mutta toisaalta ryhmät voivat myös hyödyntää pelejä omassa toiminnassaan ja opettaa niiden avulla omia traditioitaan tai arvojaan. Toisinaan myös pelaajat voivat hakea jumalallisilta hahmoilta menestystä pelaamiselleen. Uskonto ja pelit myös muistuttavat toisiaan joillakin tavoilla. Molemmissa voidaan kuvitella erilaisia maailmoja, jotka poikkeavat arkielämästä tai jopa luonnonlaeista. Tämän lisäksi erityisesti uskonnolliset harjoitukset, mutta toisinaan myös pelaaminen, ovat luonteeltaan rituaalisia. Toisaalta uskonnollisia harjoituksia ja muita hengellisen elämän tavoitteita voidaan tarkastella pelillisinä ilmiöinä. Lähestymme tässä katsausartikkelissa uskonnon ja pelien yhteyttä pohtimalla ensin uskonnon ja pelin määrittelyn ongelmaa. Sen jälkeen tarkastelemme uskonnon ja pelien yhtäläisyyksiä keskittymällä rituaaliin, uskonnon materiaaliseen ja toiminnalliseen puoleen sekä erilaisten maailmojen kuvitteluun. Lopuksi katsomme, miten uskontoa ja pelejä voidaan tutkia yhdessä. Annamme myös keskeisiä esimerkkejä aihepiirin kansainvälisestä ja kotimaisesta tutkimuksesta.
Presentation
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Extended abstract presented at DiGRA 2023 in Seville, Spain.
Chapter
Games are ostensibly a special mode of interaction in which the ordinary rules and expectations of everyday life are temporarily put on hold. However, little research has examined how players themselves treat actions as being inside or outside of the game during their actual gameplay. This paper presents an analysis of face-to-face gameplay interactions in order to theorize, from players’ perspectives, a basis for categorizing activities as “outside”/“inside” the game, and what players treat as “metagaming” in situ. We use conversation analysis to inspect the multimodal ways in which gamers manage the complexities of multiple activities in the interactive context of tabletop board games. We show how players orient to the game’s ongoing progress while managing other concurrent activities.KeywordsBoard gamesMetagameMultiactivityMagic circle
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Virtual online gaming clan organizations are used to ana- lyze social grouping and cooperation within competitive gaming communities. Participants from two popular massive multi-player online role-playing games (MMORPGs) in Taiwan were interviewed to collect data on the social dynamics of gamer networks in virtual worlds. Our essential argu- ment is that joining online clans involves costs and risks, yet the "law-of-the-jungle" nature of the gaming world and the interdependent role structure of most game designs encourage the formation of gaming groups. Players commonly establish clans consisting of individuals from their off-line networks in order to reduce the risk of cooperating with strangers. A typical portrait of careless and vulnerable teenage gamers is found unsound.
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This paper considers the popularity and social significance of the gaming series Championship Manager/Football Manager. Sport-related games continue to be one of the most popular forms of digital gaming, and the series has proved to be one of the most successful of all time. Drawing on 32 interviews with game players and developers of this series, this paper argues that this series has proved particularly popular due to its 'intertextual' links to the sport of football, which allows this game to be drawn on as a resource in conversations and social networks. In particular, this paper argues that aspects of gaming, such as performativity and control, extend and cross-cut with wider social formations. Hence, the author argues that it is crucial that considerations of digital games seek to locate these within wider social and cultural patterns.
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Games have intruded into popular, academic, and policy-maker awareness to an unprecedented level, and this creates new opportunities for advancing our understanding of the relationship of games to society. The author offers a new approach to games that stresses them as characterized by process. Games, the author argues, are domains of contrived contingency, capable of generating emergent practices and interpretations, and are intimately connected with everyday life to a degree heretofore poorly understood. This approach is both consistent with a range of existing social theory and avoids many of the limitations that have characterized much games scholarship to date, in particular its tendency toward unsustainable formalism and exceptionalism. Rather than seeing gaming as a subset of play, and therefore as an activity that is inherently separable, safe, and pleasurable, the author offers a pragmatic rethinking of games as social artifacts in their own right that are always in the process of becoming. This view both better accords with the experience of games by participants cross-culturally and bears the weight of the new questions being asked about games and about society.
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This paper attempts a definition of games. I describe the classic game model, a list of six features that are nec- essary and sufficient for something to be a game. The def- inition shows games to be transmedial: There is no sin- gle game medium, but rather a number of game media, each with their own strengths. The computer is simply the lat- est game medium to emerge. While computer games1 are therefore part of the broader area of games, they have in many cases evolved beyond the classic game model.