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Ritualistic Games, Boundary Control, and Information Uncertainty

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  • J. Tuomas Harviainen

Abstract

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.

Suggested Citation

  • J. Tuomas Harviainen, 2012. "Ritualistic Games, Boundary Control, and Information Uncertainty," Simulation & Gaming, , vol. 43(4), pages 506-527, August.
  • Handle: RePEc:sae:simgam:v:43:y:2012:i:4:p:506-527
    DOI: 10.1177/1046878111435395
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    References listed on IDEAS

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    1. J. Tuomas Harviainen & Andreas Lieberoth, 2012. "Similarity of Social Information Processes in Games and Rituals," Simulation & Gaming, , vol. 43(4), pages 528-549, August.
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    Cited by:

    1. Timothy C. Clapper, 2017. "Simulation and Gaming can be Used to Determine Validity While Engaging in Collaborative Environments," Simulation & Gaming, , vol. 48(2), pages 175-177, April.
    2. Frederick M. C. van Amstel & Julia A. Garde, 2016. "The Transformative Potential of Game Spatiality in Service Design," Simulation & Gaming, , vol. 47(5), pages 628-650, October.

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