A Real Little Game: The Performance of Belief in Pervasive Play (2003)
| Venue: | In Proceedings of DiGRA’s Level-Up |
| Citations: | 10 - 0 self |
BibTeX
@INPROCEEDINGS{Mcgonigal03areal,
author = {Jane Mcgonigal},
title = {A Real Little Game: The Performance of Belief in Pervasive Play},
booktitle = {In Proceedings of DiGRA’s Level-Up},
year = {2003}
}
OpenURL
Abstract
Ubiquitous computing and mobile network technologies have fueled a recent proliferation of opportunities for digitally-enabled 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.







