posted on 2014-04-23, 10:42authored byAlison Harvey
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.
History
Citation
Wi : Journal of the Mobile Digital Commons Network, 2006, 1 (1)
Author affiliation
/Organisation/COLLEGE OF SOCIAL SCIENCE/Department of Media and Communication
Version
VoR (Version of Record)
Published in
Wi : Journal of the Mobile Digital Commons Network