Crossing the boundaries of the magic circle: immersion, attention and video games

Authors

  • Emmanoel Ferreira Universidade Federal Fluminense – UFF, Niterói, RJ
  • Thiago Falcão Universidade Federal Fluminense – UFF, Niterói, RJ

DOI:

https://doi.org/10.18568/cmc.v13i36.1075

Keywords:

Magic circle, Immersion, Attention, Videogames

Abstract

This paper proposes a discussion about the concept of magic circle, which in the last years has been thoroughly debated within the context of games in general and video games in particular. Through a dialogue with authors of the game studies’ field, such as Johan Huizinga and Katie Salen and Eric Zimmerman, as well as authors of cognitive psychology that discuss the issue of attention, we argue that the magic circle, instead of separating fiction and reality – as advocated by several authors – works as a cognitive structure of mediation, whose existence occurs in differentiated and gradual forms, according to immersive and attentional processes that work between player and technological device, in this case the video game.

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Author Biographies

Emmanoel Ferreira, Universidade Federal Fluminense – UFF, Niterói, RJ

PhD in Communication and Culture from the Communications School of the Federal University of Rio de Janeiro - UFRJ. Professor of the Department of Media and Cultural Studies and the Graduate Program in Daily Media, both connected to the Institute of Art and Social Communication of the Federal Fluminense University - UFF

Thiago Falcão, Universidade Federal Fluminense – UFF, Niterói, RJ

PhD in Communication And Contemporary Culture at the Federal University of Bahia – UFBA. Collaborating Professor in the Graduate Communication Program of the Anhembi Morumbi University

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Published

2016-04-28

How to Cite

Ferreira, E., & Falcão, T. (2016). Crossing the boundaries of the magic circle: immersion, attention and video games. Comunicação Mídia E Consumo, 13(36), 73–93. https://doi.org/10.18568/cmc.v13i36.1075