Sciweavers

Share
DIGRA
2003
Springer

A Real Little Game: The Pinocchio Effect in Pervasive Play

10 years 5 months ago
A Real Little Game: The Pinocchio Effect in Pervasive Play
Mobile digital technologies and networks have fueled a recent proliferation of opportunities for pervasive play in everyday spaces. In this paper, I examine how players negotiate the boundary between these pervasive games and real life. I trace the emergence of what I call “the Pinocchio effect” – the desire for a game to be transformed into real life, or conversely, for everyday life to be transformed into a "real little game.” Focusing on two examples of pervasive play – the 2001 immersive game known as the Beast, and the Go Game, an ongoing urban superhero game — I argue that gamers maximize their play experience by performing belief, rather than actually believing, in the permeability of the game-reality boundary. Keywords Pervasive play, immersive games, gaming reality, performance studies.
Jane McGonigal
Added 06 Jul 2010
Updated 06 Jul 2010
Type Conference
Year 2003
Where DIGRA
Authors Jane McGonigal
Comments (0)
books