Liminality, Embodiment and Metamorphosis: Applying The Transformative Power of Ceremonial Magic to Mixed Reality Games Design


Dima Mariza Saridaki Maria
2022 DiGRA ’22 – Proceedings of the 2022 DiGRA International Conference: Bringing Worlds Together

In this extended abstract we borrow components of ceremonial magic design, with centuries of empirical practice of altering normality, consciousness, and sense of self, momentarily or with more lingering effects, with the aim to explore how they can be used to design meaningful, immersive game experiences.

 

Developing Ideation Cards for Mixed Reality Game Design


Wetzel RIchard Rodden Tom Benford Steve
2016 DiGRA/FDG '16 - Proceedings of the First International Joint Conference of DiGRA and FDG

Mixed reality games (MRGs) pose new challenges but also opportunities to designers. In order to make the design space of MRGs easily accessible and enable collaborative design in a playful manner we have developed Mixed Reality Game Cards. These ideation cards synthesize design knowledge about MRGs and are inspired by a variety of other successful ideation cards. We describe six studies, illustrate the iterative development of our cards, and reflect how the structure of our cards might influence future ideation cards.

 

Understanding 21st Century’s Mobile Device-Based Games within Boundaries


Ihamäki Pirita Tuomi Pauliina
2009 DiGRA '09 - Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory

There are many new forms of entertainment in game industry. Often some of the forms are neglected in academic focus and research. Usually this is the case with marginal game forms. This paper will introduce two different, mobile device based game forms from the 21st century that are very successful among the users but are left out from the centre of game research. Qualitative studies of geocaching and SMS-to-TV human-hosted interactive TV games were conducted by analyzing the field of geocaching (by interviewing players and analysing geocachers’ web-pages and forums on the Internet) and iTV-entertainment (by recording sample of interactive TV-formats). These game phenomena were analyzed and discussed to answer the following questions: What kind of game culture these games represent? What new viewpoints they offer to the field of game studies? What are the reasons behind their success? What different dimensions can be found? Finally, why is it important to study marginal games and what can be learned from them?