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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.
Original language | English |
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Title of host publication | Serious games in education : a global perspective |
Editors | Simon Egenfeldt-Nielsen, Bente T. Meyer, Bigitte Holm Sørensen |
Publisher | Aarhus Universitetsforlag |
Publication date | 2011 |
Pages | 170-186 |
ISBN (Print) | 978 87 7934 705 2 |
Publication status | Published - 2011 |
Keywords
- Games
- Space & Place
- Magic circle
- play and interaction
- ARG
- Pervasive games
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Dive into the research topics of 'A game magically circling'. Together they form a unique fingerprint.Projects
- 1 Finished
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Serious Games: Serious Games on a Global Marketplace
Ejsing-Duun, S., Skovbjerg, H. M., Sørensen, B. H., Hanghøj, T. & Magnussen, R.
01/01/2007 → 31/12/2011
Project: Research