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Do you believe in magic? Computer games in everyday life
KTH, School of Computer Science and Communication (CSC), Media Technology and Graphic Arts, Media.
2008 (English)In: European Journal of Cultural Studies, ISSN 1367-5494, E-ISSN 1460-3551, Vol. 11, no 2, 225-U114 p.Article in journal (Refereed) Published
Abstract [en]

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.

Place, publisher, year, edition, pages
2008. Vol. 11, no 2, 225-U114 p.
Keyword [en]
definitions of games, magic circle, place, play, rhetorics, routine, time
National Category
Media and Communication Technology
URN: urn:nbn:se:kth:diva-18798DOI: 10.1177/1367549407088335ISI: 000270196700009ScopusID: 2-s2.0-42149141745OAI: diva2:336845
QC 20100525Available from: 2010-08-05 Created: 2010-08-05 Last updated: 2012-01-13Bibliographically approved

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