A game magically circling

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Abstract

This chapter analyses the relationship between players, the game world, and the ordinary world in alternative reality games (ARGs) and location-based games (LBGs). These games use technology to create a game world in the everyday scene. The topic of this chapter is the concept of the 'magic circle', which defines the relationship between play and the ordinary world, and how this concept relates to a new kind of game.
OriginalsprogEngelsk
TitelSerious games in education : a global perspective
RedaktørerSimon Egenfeldt-Nielsen, Bente T. Meyer, Bigitte Holm Sørensen
ForlagAarhus Universitetsforlag
Publikationsdato2011
Sider170-186
ISBN (Trykt)978 87 7934 705 2
StatusUdgivet - 2011

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