Ludic identities and the magic circle

Ludic identities and the magic circle
复制标题

游戏身份和魔法阵

DOI:
--
复制
发表时间:
2013
期刊:
影响因子:
--
通讯作者:
G. Calleja
G. Calleja
中科院分区:
--
文献类型:
--
作者:
G. Calleja

文献摘要

被引文献

相似文献

本章探讨了魔术圈的概念,并考虑了它的采用对玩家体验和身份的影响。在此之后,本章认为工作的理论家,如锚,埃尔曼,芬克和贡布里希已采取批评立场对胡伊津加的概念,发挥从日常生活中分离。当我们考虑当代努力扩展Huizinga的工作并将其应用于当代数字游戏时,后者的不足变得更加明显。因此,本章将对Huizinga的数字游戏游戏概念的适用性提出质疑,重点关注这对理解玩家体验和身份所带来的挑战。
This chapter examines the concept of the magic circle and considers the ways in which its adoption impacts upon player experience and identity. Following this the chapter considers the work of theorists like Anchor, Ehrmann, Fink and Gombrich which have adopted critical stances towards Huizinga’s notion of play as separate from everyday. The inadequacy of the latter becomes more apparent when we consider contemporary efforts to stretch Huizinga’s work and apply it to engagement with contemporary digital games. This chapter will thus take to task the taken-for-granted applicability of Huizinga’s notion of play for digital games focusing on the challenges this presents to understanding player experience and identity.