The Pervasive Interface: Tracing the Magic Circle
Keywords:
interface, pervasive gaming, magic circle, ludus and paidia, semiotics, liminal, paratelicAbstract
This paper is an addition to the discourse surrounding interface theory and pervasive games. A buzzword by nature, the term ´interface´ needs to be investigated and redefined in order to remain academically valid; at the same time the pervasive game, being part of recent developments in game culture, needs to be given a place in the discourse of digital games. By approaching the interface through formal game theory, I will investigate the place and status of the interface in the pervasive game, as well as the border between everyday reality and the virtual game world, in search of defining the interaction between fantasy and reality in pervasive gaming. Next to the conventional interface of hard- and software, I argue that in pervasive gaming there exists the two-levelled “liminal” interface, which initially transfers the player into a playful state of mind (paratelic interface) before implementing more rigid structures that belong to the game itself (paraludic interface).Downloads
Published
2005-01-01
Bibtex
@Conference{digra188, title ="The Pervasive Interface: Tracing the Magic Circle", year = "2005", author = "Nieuwdorp, Eva", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/188}", booktitle = "Proceedings of DiGRA 2005 Conference: Changing Views: Worlds in Play"}
Proceedings
Section
Papers
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© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
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