Games & Virtual Worlds Series

The Magic Circle

Understanding Games: How Video Games & Board Games Work

Johan Huizinga was a Dutch cultural historian who theorized the concept of “the magic circle” in his book Homo Ludens. According to Huizinga, the magic circle refers to the way in which play creates a separate, defined space in which certain rules apply. This space is distinct from the “real” world and is governed by its own set of rules and conventions.

Katie Salen and Eric Zimmerman, in their book Rules of Play, use Huizinga’s concept of the magic circle to explore the nature of games and how they function as systems. They argue that games can be seen as microcosms, with their own set of rules and boundaries that create a separate reality for the players.

The magic circle, in this context, becomes the space in which the game takes place, and the rules and conventions of the game dictate the behavior of the players within that space. Salen and Zimmerman use the concept of the magic circle to examine the ways in which games can be used as a means of exploration and expression, as well as to discuss the cultural and social significance of games.

The key features of the magic circle are:

Separation: The magic circle is a separate, defined space that is distinct from the “real” world. This separation allows players to suspend their disbelief and immerse themselves in the game or play activity.

Rules: The magic circle is governed by its own set of rules and conventions, which dictate the behavior of the players within that space. These rules may be explicit or implicit, and they may be established by the players themselves or by the game or activity.

Limitation: The magic circle is a space that is limited by the rules and conventions that govern it. This limitation allows players to focus on the game or activity at hand, without the distractions of the outside world.

Freedom: Within the magic circle, players are free to explore and experiment within the defined boundaries of the game or activity. This freedom allows players to express themselves and engage in creative play.

Transcendence: The magic circle is a space that allows players to transcend the limitations of the “real” world and engage in activities that may not be possible in everyday life. This transcendence allows players to experience a sense of magic and wonder.

Further Reading & Exploring

http://cconlinejournal.org/gaming_issue_2008/Chang_Gaming_as_writing/4.html

Within the magic circle, players are free to explore and experiment within the defined boundaries of the game or activity.

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Bibliography & Further Reading

  • A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design by Anna Anthropy and Naomi Clark
  • A Theory of Fun for Game Design by Raph Koster
  • Advanced Game Design: A Systems Approach by Michael Sellers
  • An Introduction to Game Studies by Frans Mayra
  • Basics of Game Design by Michael Moore
  • Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made by Jason Schreier
  • Board Game Design Advice: From the Best in the World vol 1 by Gabe Barrett
  • Building Blocks of Tabletop Game Design: an Encyclopedia Of Mechanisms by Geoffrey Engelstein and Isaac Shalev
  • Character Development and Storytelling for Games by Lee Sheldon
  • Chris Crawford on Game Design by Chris Crawford
  • Clockwork Game Design by Keith Burgun
  • Elements of Game Design by Robert Zubek
  • Fundamentals of Game Design by Ernest Adams
  • Fundamentals of Puzzle and Casual Game Design by Ernest Adams
  • Game Design Foundations by Brenda Romero
  • Game Design Workshop by Tracy Fullerton
  • Game Mechanics: Advanced Game Design by Ernest Adams and Joris Dormans
  • Game Writing: Narrative Skills for Videogames edited by Chris Bateman
  • Games, Design and Play: A detailed approach to iterative game design by Colleen Macklin and John Sharp
  • Introduction to Game Systems Design by Dax Gazaway
  • Kobold Guide to Board Game Design by Mike Selinker, David Howell, et al
  • Kobold’s Guide to Worldbuilding edited by Janna Silverstein
  • Level Up! The Guide to Great Video Game Design, 2nd Edition by Scott Rogers
  • Narrating Space / Spatializing Narrative: Where Narrative Theory and Geography Meet by Marie-Laure Ryan, Kenneth Foote, et al.
  • Narrative Theory: A Critical Introduction by Kent Puckett
  • Narrative Theory: Core Concepts and Critical Debates by David Herman, James Phelan, et al.
  • Narratology: Introduction to the Theory of Narrative, Fourth Edition by Mieke Bal
  • Practical Game Design by Adam Kramarzewski and Ennio De Nucci
  • Procedural Storytelling in Game Design by Tanya X. Short and Tarn Adams
  • Professional Techniques for Video Game Writing by Wendy Despain
  • Rules of Play by Salen and Zimmerman
  • Storyworlds Across Media: Toward a Media-Conscious Narratology (Frontiers of Narrative) by Marie-Laure Ryan, Jan-Noël Thon, et al
  • Tabletop Game Design for Video Game Designers by Ethan Ham
  • The Art of Game Design, 3rd Edition by Jesse Schell
  • The Board Game Designer’s Guide: The Easy 4 Step Process to Create Amazing Games That People Can’t Stop Playing by Joe Slack
  • The Cambridge Introduction to Narrative by H. Porter Abbott
  • The Grasshopper, by Bernard Suits
  • The Routledge Companion to Video Game Studies by Bernard Perron and Mark J.P. Wolf
  • The Routledge Encyclopedia of Narrative Theory by David Herman
  • The Ultimate Guide to Video Game Writing and Design by Flint Dille & John Zuur Platten
  • Unboxed: Board Game Experience and Design by Gordon Calleja
  • Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques by Evan Skolnick
  • Writing for Video Game Genres: From FPS to RPG edited by Wendy Despain
  • Writing for Video Games by Steve Ince
  • 100 Principles of Game Design by DESPAIN

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