Cited by 36Theatre and Performance StudiesDigital Games and MediaLiterary Theory and Cultural Hermeneutics

Critical Potential on the Brink of the Magic Circle

Open access
Poremba, Cindy·2007·DiGRA Digital Library

Abstract

This paper explores the problem space of forbidden games: games not only on the border of games and reality, but explicitly referencing the double-coded nature of that boundary-in other words, games that use their status as "only a game" as a strategic gesture.It asks three key questions: what does it mean to be a forbidden or "brink" game, what is the function of these works, and, perhaps most importantly, to what extent do they have critical potential.To answer these questions, a methodological approach is drawn from functional systems theory, as read primarily through the work of Niklas Luhmann.Through this approach, I demonstrate the importance of these games in relation to the separation of games and reality, and suggest the strength of such works lies in their ability to both observe and critique everyday life.

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Crossref · 10.26503/dl.v2007i1.336

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  • Games may be used to make some implicit rules more explicit by setting the games rules against or parallel to social rules and conventions.

    “Games may also be used to make some implicit rules more explicit by setting the games rules against or parallel to social rules and conventions (Poremba, 2007, p. 772).”

    From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Poremba, 2007

    In “Forbidden Games (and Others on the Brink)” (page unavailable in our copy), Poremba says games can draw out implicit social rules by putting them in conflict with implicit game rules. That supports setting rules against social conventions, but the passage does not establish that placing the rules in parallel has the same effect. (LLM, conf=0.82)

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  • Brink games play with the boundary by pitting implicit social rules against implicit or explicit game rules.

    “In comparison, brink games play with the boundary by pitting implicit social rules against implicit or explicit game rules (Poremba, 2007, p. 772, 774).”

    From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Poremba, 2007, p. 772, 774

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Research works printed but not linked: 14

  1. Baudrillard, J. Seduction. Trans. B. Singer. Montreal: New World Perspectives, 1990.
  2. Bogost, I. Unit Operations : An Approach to Videogame Criticism,.The MIT Press, Cambridge, MA, 2006.
  3. Caillois, R. Man, Play, and Games. Free Press of Glencoe, New York, NY, 1961.
  4. Csikszentmihalyi, M. Some paradoxes in the definition of play in Cheska, A.T. Ed. Play as Context. Leisure Press, West Point, NY, 1981. 14-26.
  5. Huizinga, J. Homo ludens, Beacon Press, Boston, MA, 1971.
  6. Juul, J. The Game, the Player, the World: Looking for a Heart of Gameness in Level Up Conference Proceedings, M. Copier, & J. Raessens, Eds., University of Utrecht, Utrecht, NL 2003. 30-45.
  7. Klastrup, L. "You can't help shouting and yelling": fun and social interaction in Super Monkey Ball in Copier, M., & J. Raessens, Eds. Level Up Conference Proceedings, , University of Utrecht, Utrecht, NL 2003. Retrieved April 14, 2007 from: http://www.digra.org/dl/display_html?chid=05163.43168.p df.
  8. Luhmann, N. Art as a social system Knodt, E. Trans. Stanford University Press, Stanford, 2000.
  9. Luhmann, N. Deconstruction as Second-Order Observing. New Literary History. 24.4 (1993): 763-782.
  10. Luhmann, N. The reality of the mass media. Polity Press, Cambridge, 2000.
  11. Salen, K., & Zimmerman, E. This is Not a Game: Play in Cultural Environments in Level Up Conference Proceedings, M. Copier, & J. Raessens, Eds., University of Utrecht, Utrecht, NL 2003.
  12. Salen, K., & Zimmerman, E. Rules of Play : Game Design Fundamentals. The MIT Press, Cambridge, MA, 2003.
  13. Turner, V. From Ritual to Theatre: The Human Seriousness of Play. Performing Arts Journal Publications, New York, NY, 1982.
  14. Walther, B.K. Playing and Gaming: Reflections and Classifications. Game Studies, 3(1), 2003. Retrieved March 5, 2007, from: http://www.gamestudies.org/0301/walther/.

Authors
Poremba, C.
Affiliations
Concordia University (CA)
Corresponding author
Poremba, Cindy
Venue
DiGRA Digital Library
Published
2007-01-01
Volume
4
ISSN
2342-9666
OpenAlex
W2149041083
Cited by
36
References
1
Citations by year
2026: 1 · 2025: 1 · 2024: 3 · 2023: 1 · 2022: 4 · 2021: 3 · 2020: 1 · 2019: 1 · 2018: 3 · 2017: 1 · 2016: 3 · 2015: 1 · 2014: 5 · 2013: 3 · 2012: 1
FWCI
35.92
Type
conference paper
Language
en
Open access
Locations
  • OCAD University Open Research Repository (OCAD University) (submittedVersion)
  • Digital Games Research Association Conference
Topics
  • Social Sciences › Arts and Humanities › Visual Arts and Performing Arts › Theatre and Performance Studies
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Arts and Humanities › Literature and Literary Theory › Literary Theory and Cultural Hermeneutics
Keywords
magic circle, double coding, critical potential, functional systems theory, Niklas Luhmann, critique of everyday life

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