Magic circle (games)

Early virtual world: Ultima Online

In games and digital media, the "magic circle" is the space in which the normal rules and reality of the world are suspended and replaced by the artificial reality of a game world.[1] As noted by Edward Castronova in Synthetic Worlds: The Business and Culture of Online Games, the boundary delineating this space "can be considered a shield of sorts, protecting the fantasy world from the outside world".[2] Instead of being impenetrable, however, an examination of contemporary virtual worlds reveals that the magic circle is actually quite porous. More directly, there appears to be a relationship between virtual worlds and the outside world.

Even though virtual worlds display a range of attributes that are unique to their realm, they also exhibit characteristics deriving from the outside world. Castronova uses the term "synthetic world" because a synthetic world "cannot be sealed completely; people are crossing it all the time in both directions, carrying their behavioral assumptions and attitudes with them".[2] As this suggests, elements of synthetic worlds are being evaluated in terms of their importance in the outside world. These newly established values, subsequently, gain significance on both sides of the membrane. Thus, it becomes difficult to determine the meaning of the word "virtual". As stated by Castronova, the "allegedly 'virtual' is blending so smoothly into the allegedly 'real' as to make the distinction increasingly difficult to see".[3]

  1. ^ Linser, Lindstad, Vold, Roni, Nina, Tone (July 4, 2008). "The Magic Circle – Game Design Principles and Online Role-play Simulations" (PDF). Ed-Media.{{cite journal}}: CS1 maint: multiple names: authors list (link)
  2. ^ a b Castronova (2005), p. 147.
  3. ^ Castronova (2005), p. 148.