Sharing the magic circle with spatially inclusive games

Four types of interactive environments explored ways to extend gaming beyond the limitations of the personal computer's conventional desktop interface. These projects aimed to challenge John Huizinga's notion of a "magic circle", the imaginary boundaries of the fantasy world that...

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Main Authors: Champion, Erik, Jacobson, J.
Format: Conference Paper
Published: 2008
Online Access:http://hdl.handle.net/20.500.11937/24810
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author Champion, Erik
Jacobson, J.
author_facet Champion, Erik
Jacobson, J.
author_sort Champion, Erik
building Curtin Institutional Repository
collection Online Access
description Four types of interactive environments explored ways to extend gaming beyond the limitations of the personal computer's conventional desktop interface. These projects aimed to challenge John Huizinga's notion of a "magic circle", the imaginary boundaries of the fantasy world that players of a game occupy. By expanding and diffusing the "magic circle", we believe we can more richly and thematically immerse the player, and more directly involve the audience. The projects were: surround projection environments (using a spherical mirror and warping code); surround projection in custom-built surround spaces with thematically designed tangible interfaces; arcade-style games; and bodily aware-games (using indirect and subconscious biofeedback that changes the music, "boss" monsters, and shaders). The working prototypes were considered successful by the students' peers and by visitors, but were also successful in engaging the students with the interface possibilities and interaction issues of unconventional game design. We also intend to further develop and provide some of these tools to the wider academic community.
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spelling curtin-20.500.11937-248102018-03-29T09:09:00Z Sharing the magic circle with spatially inclusive games Champion, Erik Jacobson, J. Four types of interactive environments explored ways to extend gaming beyond the limitations of the personal computer's conventional desktop interface. These projects aimed to challenge John Huizinga's notion of a "magic circle", the imaginary boundaries of the fantasy world that players of a game occupy. By expanding and diffusing the "magic circle", we believe we can more richly and thematically immerse the player, and more directly involve the audience. The projects were: surround projection environments (using a spherical mirror and warping code); surround projection in custom-built surround spaces with thematically designed tangible interfaces; arcade-style games; and bodily aware-games (using indirect and subconscious biofeedback that changes the music, "boss" monsters, and shaders). The working prototypes were considered successful by the students' peers and by visitors, but were also successful in engaging the students with the interface possibilities and interaction issues of unconventional game design. We also intend to further develop and provide some of these tools to the wider academic community. 2008 Conference Paper http://hdl.handle.net/20.500.11937/24810 10.1145/1507713.1507723 restricted
spellingShingle Champion, Erik
Jacobson, J.
Sharing the magic circle with spatially inclusive games
title Sharing the magic circle with spatially inclusive games
title_full Sharing the magic circle with spatially inclusive games
title_fullStr Sharing the magic circle with spatially inclusive games
title_full_unstemmed Sharing the magic circle with spatially inclusive games
title_short Sharing the magic circle with spatially inclusive games
title_sort sharing the magic circle with spatially inclusive games
url http://hdl.handle.net/20.500.11937/24810