
The journal is a so called Diamond Open Access initiative, which means content is openly available for anyone to read, and authors can publish in it without any ‘article processing charges’. The peer reviewed academic journal IMC welcomes in-depth approaches of the Social Sciences and Humanities domain to reflect on the phenomenon and philosophy of game and the problem of play in times of modernity, and related topics. The city is an arena where the unfamiliar flourishes, where the disjointed and the disrupted are constantly threatening to. Speakers are Frank Bosman (Theology/Game Studies), Martine Prange (Philosophy), Marc de Kesel (Philosophy & Theology), Aukje van Rooden (Philosophy and Literature Studies), Sandra Meeuwsen (Sport Studies), Daniel de Zeeuw (Media Studies), Joyce Goggin (Literature Studies) and Jaap Hoeksma (Legal Theory). You are very welcome to join the symposium with a variety of speakers addressing the problem of play in times of modernity. In all forms of Larp, the Magic Circle is the convention where. Many eminent thinkers took Huizinga’s theory as a starting point to use the perspective of play to reflect on modern-day society: Georges Bataille, Umberto Eco, Guy Debord and Mechthild Nagel, just to mention a few. In game theory, the magic circle is is the membrane that encloses virtual worlds Wikipedia. The element of play can be observed in all different aspects of culture, ranging from seemingly innocuous leisure activities to the uttermost serious and advanced systems, such as the financial world or political institutions, even warfare. Into the Magic Circle (IMC) is an online, peer-reviewed interdisciplinary journal on the cultural and social theory of the play-element of society. Huizinga understands play as a ‘totality’. It examines the metaphor of the ‘magic circle’ and analyses how play, as a mode of experience, is mobilized across dimensions of hardware and software, extending the functions of games beyond the. (2009) ‘Forget the Magic Circle (or Towards a Sociology of Video Games)’, keynote presentation to the Under the Mask 2, University of Bedfordshire.The title, IMC, of course refers to the theory of the Dutch historian Johan Huizinga (1872-1945), the author of the ground-breaking essay on the importance of game and play in every aspect of our lives, Homo ludens (1938). This article draws together emerging theory from debates in game studies on the separation of the experience of gameplay from the everyday. Schools > School of Health and Society > Centre for Applied Research in Health, Welfare and PolicyĬrawford, G. Media, Digital Technology and the Creative Economy To this end, I suggest that the (also sometimes used in game studies) concept of frame analysis, does offer a more social theory however, what is truly needed in game studies (reflecting the arguments of early criminological debates in the 1960s and 70s) is a ‘fully social theory’ (Taylor, Walton & Young 1973) of gaming. Hence, this paper offers a (further) critique of the magic circle and similar concepts, but argues that the key weakness of these concepts is their lack of engagement with, and applicability to, other spheres of social life. Though writers sometimes draw on philosophical/sociological ideas, such as ‘the magic circle’, which they claim are ‘social’ concepts, there is little understanding or engagement with what this actually means. (It expelled its founder twice for alleged exposure, something it has done to many famous magicians.



This is a prestigious organization for magicians and has strict rules against exposure. Similarly, the general level of engagement with sociological literatures within games studies has at times been fairly limited. The magic circle is a term coined by Dutch historian Johan Huizinga, author of the book Homo Ludens: A Study of the Play-Element. 1905 - July - The Magic Circle was formed.

To play a game means entering into a magic circle, or perhaps creating one as a game begins. Steal the power of a game god - trap their creations, swap behaviors and body parts, crafting your own unique solutions to free-form puzzles. In a very basic sense, the magic circle of a game is where the game takes place. However, more generally, the willingness of sociology to engage with video games and gamer analysis has been rather underwhelming, and this is particularly significant, for as Nieborg and Hermes (2008) argue, video games offer a key area for developing our understanding of contemporary audience, consumer and production patterns. The Magic Circle In this darkly comedic story, you are the hero of an unfinished fantasy game, and your designers have failed you. There have been several sociologists who have written, sometimes quite extensively and informatively, on video games, and more commonly many within video games studies have tapped into wider sociological literatures.
