The
metaphorical magic circle of play is a voluntary, contractual structure that is
limited in time and space. In Huizinga’s definition of play, it is defined that
the participants agree that some activities in some places by the players are
interpreted playfully as a part of the game instead of ordinary life.
The
magic circle of a game is the boundary separating the ordinary from the ludic
and real from playful. Regular game is
played in certain spaces at certain times by certain players.
The
magic circle is a metaphor for a barrier that forbid players from bringing
external motivations and personal history into the game world. It also forbids the
player from taking the game world into the realm of ordinary life.
The
conflicts are artificial. In boxing; the pain is real, the conflict is not. This
conflict is negotiated by rules. If you cheat, you will be punished or banned.
There is one set of rules inside the circle another outside. You cannot go
around beating other people in real life as you do in a game of boxing.
But
is it true? Are we never affected by what happens in the game world? In the
world of sports one would have to disagree. Athletic stars are treated like
royalty and paid large sums of money to play for certain teams. As soon as you are
paid to play, there is a spillover effect from the game world as your everyday
life very well may change because of it. Players are suddenly millionaires and
superstars that cannot walk anywhere without signing autographs. None of that
would happen if they did not play or if society and people did not care for the
sport.
But
is this relevant for computer games as well? One might argue that computer
games are only a part of a device and therefore cannot cross into the real
world. However, if you are chatting with your friends while playing are you
then truly within the border of the magic circle or are you somewhere between?
What if the game is on your mind in the real world does it then transcend the
borders? Or what if you use game slang in your everyday life? There seems to be
a spillover effect present for video games as well, since when we play the
digital world becomes your context and a way for us to experience new things.
It becomes a part of our identity and therefore transcends the device and the
magical circle.
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