Breaking Mc Stine Ejsing Duun
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Transcript of Breaking Mc Stine Ejsing Duun
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A Game Magically Circling
Stine Ejsing-DuunPhD Fellow
Centre for PlaywareUniversity of Southern Denmark
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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
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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
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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
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Rules apply
Not possible actions
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Rules do not apply
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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
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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)
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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
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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
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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
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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?
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Thanks!
Feel free to contact me:
Stine Ejsing-Duun
Centre for PlaywareUniversity of Southern Denmark
[email protected] http://www.linkedin.com/in/stineejsingduun