Year: 2006
Type: article
Abstract: While the emphasis in traditional game theory has been on the rule formations and zone demarcations that distinguish games from play, mobile games tend to deliberately and thoughtfully blur the lines, not just between games and play but between a game and an experience, as well as between places of play (the “magic circle”) and places of everyday life. Mobile games often create moments of liminality as they are driven by the idea of playing with and within everyday spaces, technologies, and objects. In this brief paper, I will discuss these boundaries and the liminality of mobile games to date, and focus on one particularly difficult ethical area- that of player and non-player participation.
Author: Alison Harvey
Language: English
Topic: Digital Games and Media
Subfield: Sociology and Political Science
Field: Social Sciences
Domain: Social Sciences
Open Access status: green
OpenAlex ID: W2168512044
