Montola, M. ~ Games and Pervasive Games

PG = Pervasive Game

7
“The magic circle of a game is the boundary separating the ordinary from ludic and real from playful.”

12
“breaking out of the proper boundaries of time and space makes pervasive games fundamentally different experiences that can utilize a novel set of aesthetics for creating engaging and meaningful experiences.”
Definition-pervasive game:
“A pervasive game is a game that has one or more salient features that expand the contractual magic circle of play spatially, temporally, or socially.”

“The socially constructed ludic space does not have to be a physical one.”
Pervasive gamers inhabit a game world that is present within the ordinary world, taking the magic circle wherever they go. Unlike nonpervasive games, which seek to be isolated from their surroundings, pervasive games embrace their environments and contexts.”
Augmented reality expands/extends PGs incredibly well.

12-17
PGs are different from (and bigger than) classic games, because of 3 characteristics:

  1. spatial expansion
  2. temporal expansion
  3. social expansion

PGs are expanded games vs. unexpanded classic games
(legal-economical expansion also exists, but is less relevant for PGs)
=> pushed to the extreme, a PG BECOMES reality? -> they are inseparable / the same
=> PGs are not games?

19
“When the three expansions of pervasive games are taken to extremes, the magic circle starts to lose its meaning as a contractual boundary between ludic and ordinary. Extreme temporal expansion leads to ordinary life becoming a pervasive game. The same happens with space if the ordinary world is seen primarily as a game world: There cannot be a game world without the ordinary world. And, finally, a game where everyone is only an unaware participant is no longer a game.”
“For professional gamblers, athletes, and gold farmers, the metaphor of the magic circle loses its meaning as a ritualistic separator of ordinary and playful, becoming only a representation of a code of conduct within the game.”

21
“Both play and ordinary life can benefit from the blurring of the boundary.”

22
PGs & video games are intrinsically different.

About the author

Woitek Konzal

Producer, Consultant, Lecturer & Researcher. I love working where technology meets media in novel ways. Once, I even won an Emmy for digital innovation doing that. Be it for a small but exciting campaign about underground electronic music collectives or for a monster project combining two movies, various 360° videos, 72 ARG-like mini puzzles, and a Unity game, all wrapped up in one cross-platform app – I have proven my ability to adapt to what is required. This passion for novel technologies has regularly allowed me to cross paths with tech startups – an industry and philosophy I am all set to engage with more. I intensely enjoy balancing out my practical work with academic research, teaching, and consulting. Also, I have a PhD in Creative Industries, a M.Sc. in Business Administration, and love to kitesurf.

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