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Similarity of Social Information Processes in Games and Rituals

Author

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  • J. Tuomas Harviainen
  • Andreas Lieberoth

Abstract

During the last 5 years, the similarity between role-playing games and rituals has been mentioned in numerous articles and online discussions. This article examines that connection by using data gathered over several decades in library and information science, studies of religion, and the cognitive sciences. The authors place particular emphasis on the similarity between social information phenomena present in both ritual and pretence, and the way those affect cognition—the seemingly “magical†interface that makes shared experiences possible. The authors show the implications of that pattern to the design of games and discuss its uses and limitations in games and experiences created for educational purposes.

Suggested Citation

  • J. Tuomas Harviainen & Andreas Lieberoth, 2012. "Similarity of Social Information Processes in Games and Rituals," Simulation & Gaming, , vol. 43(4), pages 528-549, August.
  • Handle: RePEc:sae:simgam:v:43:y:2012:i:4:p:528-549
    DOI: 10.1177/1046878110392703
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    References listed on IDEAS

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    1. Ross J. Todd, 1999. "Utilization of heroin information by adolescent girls in Australia: A cognitive analysis," Journal of the American Society for Information Science, Association for Information Science & Technology, vol. 50(1), pages 10-23.
    2. Laurie Schick, 2008. "Breaking frame in a role-play simulation: A language socialization perspective," Simulation & Gaming, , vol. 39(2), pages 184-197, June.
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    Cited by:

    1. J. Tuomas Harviainen, 2012. "Ritualistic Games, Boundary Control, and Information Uncertainty," Simulation & Gaming, , vol. 43(4), pages 506-527, August.
    2. Stéphane Daniau, 2016. "The Transformative Potential of Role-Playing Games—: From Play Skills to Human Skills," Simulation & Gaming, , vol. 47(4), pages 423-444, August.

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