IAT 167 Lecture : IAT167-Week 1 Lecture.docx
Document Summary
Activity engaged in for enjoyment and recreation, esp. by children. (google definition) Huizinga (1938) a free activity outside ordinary life, not serious , absorbing the player intensely and utterly, connected with no material interest, within its own boundaries of time and space. Making different choices while playing the game a second time affects the results (adams 2003) The act of creating a notional reality in the mind. Magic circle (huizinga 1971)-the boundary that divides ideas and activities that are meaningful in the game from those that are meaningful in the real world. Creates an artificial reality known as the magic circle. Artificial importance is assigned to events within the magic circle. To leave the magic circle, stop playing the game. Every game must have a nontrivial goal or objective. The game designer sets the rules, thus defining the object of the game. The player must overcome one or more challenges to achieve the goal.