Project Introduction

We want to explore the social scenario that unfolds during the interaction with virtual reality as a medium, more specifically the relationship between the audience and the player wearing the Virtual Reality headset ( The contrast between the physical and virtual space).

Within the physical space, how can we maintain and enhance the social dynamics of the player and the audience without them all joining the virtual world, during a game experience.
we want to accomplish this through a game in which the player as well as the audience feel included within the game at hand.

“.. Playing a game not only means following or observing the rules of that game, but there are also special social conventions about how one can act towards other people when playing games.”(Juul, 2008)

With this game, we will attempt to adress the below mentioned research questions.

  • How can we utilize the presence of two different worlds for a player and stretch it in order to socialize and include the players outside of the virtual space?
  • How can we accomplish cooperation across the physical and virtual spaces utilizing a game as medium?
  • Can you as a player be immersed in two spaces at once, and adhere to two different kinds of rules?

“The first myth is that the magic circle implies a perfect separation between the game and that which is outside the game”(ibid.)

Slidedeck week 1 Tuesday:

Brainstorm / Mind-maps:

Sources of inspiration and theory:

  • Salen, K., & Zimmerman, E. (2003). Rules of Play. Cambridge MA: MIT Press.
  • Nitsche, M. (2009). Video game spaces: image, play, and structure in 3D worlds. Cambridge, MA: MIT.
  • Aarseth, E. (2001) Allegories of Space. In M. K. Eskelinen, R. (Ed.), Cybertext Yearbook 2000. Saarijärvi: Gummerus Printing.
  • Juul, J. (2005) Half-Real. Video Games between Real Rules and Fictional Worlds. Cambridge, Mass.: MIT Press.
  • Toft-Nielsen, C. (2014). Worlds at Play Space and Player Experience in Fantasy Computer Games. doi:Nordicom Review 35 (2014) Special Issue
  • Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research. Retrieved July 26 from
  • Caillois, R. (2001). Man, play and games. Urbana, IL: University of Illinois Press.
  • Juul, J. (2008). The magic circle and the puzzle piece. Retrieved July 26, 2017, from
  • Goffman, E. (2008). Behavior in public places: Notes on the social organization of gatherings. New York: The Free Press.

Additional sources of inspiration may be added at a later date.

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