Drawing a line in the sand: border/boundary theories and games

  • Authors:
  • Gregory P. Garvey

  • Affiliations:
  • Quinnipiac University

  • Venue:
  • Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
  • Year:
  • 2007

Quantified Score

Hi-index 0.00

Visualization

Abstract

Game play, however brief, monopolizes a player's time, physical engagement, cognition, and even identity. How best to understand, describe and explain how people navigate between these worlds, cross social boundaries while maintaining a sense of identity? Border and Boundary theories seek to understand and explain the transitions between the interdependent domains of work and family. Boundary theory even admits the possibility of "third places" which suggests that these theories may be a useful analytical tool to study activities such as gaming, instant messaging or more broadly social networking. However, the work of select authors [Bateson 1972; Bogost 2006; Gee 2003; Goffman 1974; Jenkins 2004; Juul 2005; Salen & Zimmerman 2003; Suits 1990 etc.] suggest that border and boundaries theories as currently formulated are inadequate to explain the full dynamic of immersion in game play or engagement in social networking. This paper introduces some additional concepts listed as a Dictionary of Terms that may address some of the shortcomings of border and boundary theories, thereby providing greater analytical power to the consideration of gaming as a subset of what Thomas Vander Wal calls the "info cloud."