2014
DOI: 10.26503/todigra.v1i2.10
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In Defence of a Magic Circle: The Social, Mental and Cultural Boundaries of Play

Abstract: This article reviews the history of the concept of the magic circle, its criticism and the numerous other metaphors that have been used to capture the zone of play or the border that surrounds it, such as world, frame, bubble, net, screen, reality, membrane, zone, environment, or attitude. The various conceptions of social, mental and cultural borders are reviewed and identified. Finally, a model is put forward where the psychological bubble of playfulness, the social contract of the magic circle and the cultu… Show more

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Cited by 97 publications
(73 citation statements)
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“…Sin embargo, el conflicto ontológico existente en los juegos puede ser resuelto mediante el concepto de frames de Bateson (1987: 183-198) y Goff-man (1986), del que ya hemos hablado, el cual es estudiado y aplicado a los juegos de rol por Markus Montola (2012) y Jaakko Stenros (2014). De esta manera, podemos hablar de la existencia de tres marcos de realidad diferenciada en los juegos que se superponen.…”
Section: Introducción: Marco Teóricounclassified
“…Sin embargo, el conflicto ontológico existente en los juegos puede ser resuelto mediante el concepto de frames de Bateson (1987: 183-198) y Goff-man (1986), del que ya hemos hablado, el cual es estudiado y aplicado a los juegos de rol por Markus Montola (2012) y Jaakko Stenros (2014). De esta manera, podemos hablar de la existencia de tres marcos de realidad diferenciada en los juegos que se superponen.…”
Section: Introducción: Marco Teóricounclassified
“…Presented in the book Rules of Play (Salen & Zimmerman, 2004), the concept, in that context, was also influenced by the works of Apter and Sniderman, according to Stenros (2012). Moreover, Zimmerman himself, in a text of 2012 in the Gamasutra gaming website, stated that the concept of magic circle was more or less invented by him and Salen for the book, from Huizinga (1938) and Callois (1958) 14 , but reformulated in terms of design and semiotics.…”
Section: Introductionmentioning
confidence: 99%
“…Stenros (2012), for instance, starting from the ideas of Calleja, understands that Huizinga uses the term not only as a metaphor, but as a key feature of the examples of games that he mentions in Homo Ludens.…”
Section: Introductionmentioning
confidence: 99%
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“…The lusory attitude (Suits 1978) is a special mindset that allows to enter, from the real world, the "magic circle" -a term formulated in Huizinga 2002 which indicates the separated and circumscribed space of play and has been described by different scholars as a province of meaning (Berger, Luckmann 1966), a psychological bubble (Apter 1991;Stenros 2014) or a semiotic domain (Gee 2003;Nieuwdorp 2005) . The paratelic attitude occurs with the mere willingness to enter in the semiotic domain of play.…”
Section: Half-real Games and The Lusory Attitudementioning
confidence: 99%