Magic Circle (games)
   HOME

TheInfoList



OR:

In games and
digital media In mass communication, digital media is any media (communication), communication media that operates in conjunction with various encoded machine-readable data formats. Digital content can be created, viewed, distributed, modified, listened to, an ...
, the "magic circle" is the space in which the normal rules and reality of the world are suspended and replaced by the artificial reality of a game world. As noted by
Edward Castronova Edward "Ted" Castronova is a professor of media at Indiana University Bloomington. He is known in particular for his work on the economies of synthetic worlds. Biography Castronova obtained a BS in international affairs from Georgetown University ...
in ''Synthetic Worlds: The Business and Culture of Online Games'', the boundary delineating this space "can be considered a shield of sorts, protecting the fantasy world from the outside world".. Instead of being impenetrable, however, an examination of contemporary virtual worlds reveals that the magic circle is actually quite porous. More directly, there appears to be a relationship between virtual worlds and the outside world. Even though virtual worlds display a range of attributes that are unique to their realm, they also exhibit characteristics deriving from the outside world. Castronova uses the term "synthetic world" because a synthetic world "cannot be sealed completely; people are crossing it all the time in both directions, carrying their behavioral assumptions and attitudes with them". As this suggests, elements of synthetic worlds are being evaluated in terms of their importance in the outside world. These newly established values, subsequently, gain significance on both sides of the membrane. Thus, it becomes difficult to determine the meaning of the word "virtual". As stated by Castronova, the "allegedly 'virtual' is blending so smoothly into the allegedly 'real' as to make the distinction increasingly difficult to see"..


Origin of the term

The term magic circle has been attributed to Dutch historian
Johan Huizinga Johan Huizinga (; 7 December 1872 – 1 February 1945) was a Dutch historian and one of the founders of modern cultural history. Life Born in Groningen as the son of Dirk Huizinga, a professor of physiology, and Jacoba Tonkens, who died two ...
(1872–1945). In '' Homo Ludens: A Study of the Play-Element in Culture'', Huizinga wrote: Huizinga's "magic circle" is not a new synonym for "game," but he conceived of a magic circle, like many other cultural activities, as having game-like characteristics. The term Magic Circle was coined by
Eric Zimmerman Eric Zimmerman (born 1969) is an American game designer and the co-founder and CEO of Gamelab, a video game developer, computer game development company based in Manhattan. GameLab is known for the game ''Diner Dash''. Each year Zimmerman host ...
and Frank Lantz in 1999 and popularized by Eric Zimmerman and
Katie Salen Katie Salen Tekinbaş is an American game designer, animator, and educator. She is a professor at the University of California, Irvine. Previously, she taught at DePaul University College of Computing and Digital Media, Parsons The New School ...
in 2003. Eric Zimmerman admits this in his 2012 essay
Jerked Around by the Magic Circle – Clearing the Air Ten Years Later
writing:


Application to digital media

The concept of the Magic Circle was applied to digital games by Katie Salen and Eric Zimmerman in '' Rules of Play: Game Design Fundamentals''.. Salen and Zimmerman note that even though "the magic circle is merely one of the examples in Huizinga's list of 'play-grounds', the term is used ... y himas short-hand for the idea of a special place in time and space created by a game".. In more detail, they describe: Salen and Zimmerman argue that "the term magic circle is appropriate because there is in fact something genuinely magical that happens when a game begins". Within video games, the magic circle concept is often used in the game's introductory screens to help establish that the player should prepare to embrace the game's world; some examples include the opening of '' Super Mario Bros. 3'', where the game starts with the lifting of a stage curtain that is a framing device for the game, and in ''
Hearthstone ''Hearthstone'' is a 2014 Online game, online digital collectible card game, digital collectible card video game produced by Blizzard Entertainment, released under the free-to-play model. Originally subtitled ''Heroes of Warcraft'', ''Hearthsto ...
'', where the voice of a bartender welcomes the player to take a seat at his tavern. Steven Conway, writing for ''
Gamasutra ''Game Developer'' (known as ''Gamasutra'' until 2021) is a website created in 1997 that focuses on aspects of video game development. It is owned and operated by Informa TechTarget and acted as the online sister publication to the print maga ...
'', used the notion of the magic circle to identify when video games actually break the
fourth wall The fourth wall is a performance dramatic convention, convention in which an invisible, imaginary wall separates actors from the audience. While the audience can see through this "wall", the convention assumes the actors act as if they cannot. ...
. Conway defines the magic circle for a video game as encompassing both the game, and the way the player actually views and interacts with the game. Some games which are claimed to break the fourth wall are instead expansions of the magic circle to encompass the player and the video game hardware to create a stronger immersion into the game, Conway argues. For example, '' Evidence: The Last Ritual'' requires the player to read email sent to them in real-life and view web pages to proceed, which Conway explains is encompassing the player within the magic circle. True fourth wall breaking occurs when some aspect crosses the magic circle and breaks the illusion, such as when the title character in ''
Max Payne ''Max Payne'' is a neo-noir third-person shooter video game series developed by Remedy Entertainment (''Max Payne'' and ''Max Payne 2'') and Rockstar Studios (''Max Payne 3''). The series is named after its protagonist, Max Payne, a New York C ...
'', in a drug-induced haze, starts describing himself as a video game character and details what the player sees on their user interface while playing the game.


Examples of permeability

According to Castronova, there are several areas that reflect the obscuring of the distinction between the real and the virtual. Three of these areas consist of "markets, politics, and law".


Markets

Virtual worlds usually contain their own currency. Thus, virtual goods and services have a certain monetary value associated with them. Moreover, many activities in these worlds require a certain degree of skill as well as commitment from the user, which adds to this value. The worth of goods and services, though, is not restricted to the virtual realm. While external markets, including
eBay eBay Inc. ( , often stylized as ebay) is an American multinational e-commerce company based in San Jose, California, that allows users to buy or view items via retail sales through online marketplaces and websites in 190 markets worldwide. ...
, sell content from synthetic worlds, virtual items gain importance in the outside world. As Castronova points out, "the existence of external markets makes every good inside the membrane just as real as the goods outside of it".. In fact, there are
Third World The term Third World arose during the Cold War to define countries that remained non-aligned with either NATO or the Warsaw Pact. The United States, Canada, Taiwan, Japan, South Korea, the Southern Cone, NATO, Western European countries and oth ...
factories A factory, manufacturing plant or production plant is an industrial facility, often a complex consisting of several buildings filled with machinery, where workers manufacture items or operate machines which process each item into another. Th ...
that are specialized in
looting Looting is the act of stealing, or the taking of goods by force, typically in the midst of a military, political, or other social crisis, such as war, natural disasters (where law and civil enforcement are temporarily ineffective), or rioting. ...
synthetic worlds for currency and other rewards. According to David Barboza, "the trading of virtual property is so lucrative that some big online gaming companies
s well S, or s, is the nineteenth Letter (alphabet), letter of the Latin alphabet, used in the English alphabet, the alphabets of other western Languages of Europe, European languages and other latin alphabets worldwide. Its name in English is Eng ...
have jumped into the business, creating their own online marketplaces". Such marketplaces, however, exert pressures onto the economy of synthetic worlds. Castronova states that in worlds where the farming of loot has developed, "the value of gold pieces against the dollar rapidly drops and, therefore, the value of assets obtained by everyone in the game drops as well".


Politics

Another example that illustrates the blurring of the distinction between the real and the virtual is related to politics and the concept of fairness within synthetic worlds. Castronova states that users "are a community of interests who are affected by the decisions of a coding authority, usually the game developers". Communication between users and the coding authority takes place in online discussion forums outside the synthetic world. Here, users can discuss issues of fairness they have experienced and pose suggestions for improving the world. By referring to the MMORPG ''
World of Warcraft ''World of Warcraft'' (''WoW'') is a 2004 massively multiplayer online role-playing (MMORPG) video game developed and published by Blizzard Entertainment for Windows and Mac OS X. Set in the '' Warcraft'' fantasy universe, ''World of War ...
'', Constance Steinkuehler and Marjee Chmiel mention that players "convene in online discussion forums to discuss and debate the merits of different builds, at times even refusing to play with others who have made choices that go against the communal wisdom developed therein". Even though there are political activities inside synthetic worlds, "debates, which really do involve legitimate political interests, almost always occur outside the membrane rather than inside it". Since game developers are seeking profit, they have to pay attention to these debates and, if necessary, adjust the rules within their products. Castronova notes:


Law

The third area blending the understanding of the real and the virtual is linked with ideas regarding property. As the acquisition of currency, items, and skills within synthetic worlds is usually tied with a considerable time dedication of users as well as their individual abilities, people often gain the sense of owning their achievements in
cyberspace Cyberspace is an interconnected digital environment. It is a type of virtual world popularized with the rise of the Internet. The term entered popular culture from science fiction and the arts but is now used by technology strategists, security ...
. In May 2006, for example, Kathleen Craig wrote: "In what might be a first-of-its-kind lawsuit, a Pennsylvania lawyer is suing the publisher of the rapidly growing online world ''
Second Life ''Second Life'' is a multiplayer virtual world that allows people to create an Avatar (computing), avatar for themselves and then interact with other users and user-created content within a multi-user online environment. Developed for person ...
'', alleging the company losed his account andunfairly confiscated tens of thousands of dollars worth of his virtual land and other property." Consequently, in October 2007, an entry in the "Blog" section of the ''Second Life'' website declared that both parties have agreed to settle the lawsuit and that the lawyer's "account, privileges, and responsibilities to the ''Second Life'' community have been restored". According to Castronova, "the obvious economic value of the interests present in synthetic worlds has led to some notion of value under the laws of Earth; law is another site where virtual and real are blending together".


In culture

According to Castronova, our culture "has moved beyond the point" where distinctions between the virtual and the real are helpful. He concludes:


In the culture of gaming

Economic, political, and legal activity that cross the membrane between the synthetic worlds and the Earth exists to blur any real distinction between what is synthetic and what is insistently real. These examples may be affected more generally to gaming as a collective. Games have become such a central part of living that the differences between game and real life is starting to become blurred. Continual development in the culture of gaming may be seen in various behavior and practices. For example, when a pilot of a plane receives instructions from an
air traffic control Air traffic control (ATC) is a service provided by ground-based air traffic controllers who direct aircraft on the ground and through a given section of controlled airspace, and can provide advisory services to aircraft in non-controlled air ...
ler, at that very same moment, somewhere in the world, there is someone flying a simulation of that plane, or something like it, on a similar flight path, and that person also receiving path instructions from a controller; all of this is occurring through VATSIM.net, a virtual air traffic simulation system. Through the website, flight simulation has adapted into a multiplayer format, and ordinary people get to interact as pilots and interact with air traffic controllers to create a natural reproduction of actual air traffic. The political movements that happen inside and outside games, for now, mostly concentrate on the games themselves. A gamer's day consists of switching between the game life and real life. But while one is sitting in front of their computer and is engaged in the synthetic game world, they are just as likely to discuss the day's weather as they are talking about the game, whilst chatting with a friend in-game. The distinction between labeling an act that strictly occurs in the game, and something that happens out of game (i.e. checking email about getting "gold" pieces in the game world) becomes inconsequential; the two worlds inevitably must interact with one another..


References


Bibliography

* * * * * * {{refend Video game culture