Facilitating apophenia to augment the experience of pervasive LARPs

Neil Dansey · 2008

In a ‘traditional’ game the boundaries of play are quite specific, enabling players to easily decide whether or not perceived events are relevant to the game. In pervasive games the magic circle is not as clearly defined and as a result, order is sometimes seen in chaos. So far, effects have been observed in social, spatial and temporal dimensions. Therefore it is proposed that using ambiguous narrative elements could further augment the experience in a similar way.

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