Games and the open world : reading digital games through literary theory
This dissertation deals with the magic circle; a concept that originated in game studies through Huizinga's influential work Homo Ludens. The magic circle is perceived as a boundary between the game world and society, which can be either negotiated or even physically imposed. However, the magic circle presents a dualism that might be reductionist of digital games' true potential as a type of new media. The introduction of this dissertation will set this context, as well as present the main theories that will be utilised within the text. This will be followed by the main chapter, which is divided into two. The first part shall allow us to study the ontology of the magic circle concept and why studying the ontology comprehensively is essential, while the second part will utilise our newly acquired ontological understanding and utilise it to see where the magic circle comes short from a practical perspective. The second chapter, through the problematisation of both the ontology as well as the concept of the magic circle itself, will allow us to see the shortcoming of the magic circle and show how literary theory already presents an alternative through concepts such as the rhizomatic. This will be followed by the conclusion which shall aim to gather all the points made within the dissertation, see how they coagulate and propose a way forward into the discussion.
Digital games and learning, Literature -- History and criticism -- Theory, etc., Habitus (Sociology)
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