Learning as acquisition and learning as interaction
Simulation and Gaming - Symposium issue: system dynamics and interactive learning environments, part 2
Information and Information Systems
Information and Information Systems
The Turn: Integration of Information Seeking and Retrieval in Context (The Information Retrieval Series)
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Breaking frame in a role-play simulation: A language socialization perspective
Simulation and Gaming
Cybersemiotics: Why Information Is Not Enough (Toronto Studies in Semiotics and Communication)
Cybersemiotics: Why Information Is Not Enough (Toronto Studies in Semiotics and Communication)
Simulation and Gaming
Relationships Between Game Attributes and Learning Outcomes
Simulation and Gaming
Pervasive Games: Theory and Design
Pervasive Games: Theory and Design
Similarity of Social Information Processes in Games and Rituals: Magical Interfaces
Simulation and Gaming
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This article examines the information environment of ritual-like games. Using tools from library and information science and the cognitive study of religion, it shows that certain key phenomena in games can be modeled as patterns of information and thus examined to a deeper level than before. This is of particular use to game scholars wishing to understand the intricacies of the play experience and to educational simulation/game researchers wanting to develop more efficient role-play based learning. Of particular significance to these so-called liminal games is boundary control, a system of maintaining the necessary fictional reality within the magic circle. Its maintenance results from a shared need to preserve the game-reality intact, an understanding of what is relevant to play, and a heightened reliance on information sources within the game-space. Continual boundary control makes the play function as a self-referential system, where the activity becomes rewarding and meaningful to the players because of the very limitations it contains. This condition, along with the manipulation of uncertainty about information needs during play, is then used to explain processes that take place while being engrossed in/absorbed by playing a ritualistic game as well as in game-based learning in liminal environments.