A Real Little Game: The Pinocchio Effect in Pervasive Play
Keywords:
pervasive play, immersive games, gaming reality, performance studiesAbstract
Mobile digital technologies and networks have fueled a recent proliferation of opportunities for pervasive play in everyday spaces. In this paper, I examine how players negotiate the boundary between these pervasive games and real life. I trace the emergence of what I call “the Pinocchio effect” – the desire for a game to be transformed into real life, or conversely, for everyday life to be transformed into a "real little game.” Focusing on two examples of pervasive play – the 2001 immersive game known as the Beast, and the Go Game, an ongoing urban superhero game — I argue that gamers maximize their play experience by performing belief, rather than actually believing, in the permeability of the game-reality boundary.Downloads
Published
2003-01-01
Bibtex
@Conference{digra103, title ="A Real Little Game: The Pinocchio Effect in Pervasive Play", year = "2003", author = "McGonigal, Jane", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/103}", booktitle = "Proceedings of DiGRA 2003 Conference: Level Up"}
Proceedings
Section
Papers
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