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The report argues that games now actively shape ordinary reality rather than only providing bounded experiences. It proposes Reality Design as a methodology for working with this shift.
"Defragging the Magic Circle" argues that games have moved beyond providing bounded experiences and now actively shape everyday reality, and it proposes "Reality Design" as a methodology for working with this shift. Developed at GameLab Karlsruhe between 2010 and 2012, the framework extends Johan Huizinga's concept of the Magic Circle into ordinary life, drawing on Huizinga, Gregory Bateson, Friedrich Schiller, and avant-garde traditions including conceptual art, expanded performance, and postdramatic theater. The work positions pervasive games as a key methodological resource for artistic and academic inquiry.
The empirical basis consists of two projects at the HfG Karlsruhe. The first, the augmented-play game and exhibition Paparazzi (Arbeitstitel), ran from January to May 2011 and cast 22 students as artists who exchanged portraits of one another for an exhibition. The second, the Reality Design Research Seminars, were role-played academic seminars structured through contracts, a gender-quota campaign, Joker cards, and a "Themenspielfeld" board used as a feedback tool. The authors present these projects as frameworks for analysis rather than as sources of quantitative results.
The central conclusion is that blurring the boundary between play and everyday life, through identity play, loss of control, and procedural myth-making, provokes critical reflection on authorship, art institutions, authority, and social norms. The authors also caution that fully closing the gap between fiction and reality can yield totalitarian-like systems that strip players of meaningful choice. Procedural devices such as a non-disclosure research agreement and a fictional quota campaign are shown to generate immersive learning while raising questions about real institutional policy.
The work concludes by treating play as an "open term" that resists conceptual closure, and by arguing that Augmented Play can unite art, life, and research as a form of creative inquiry. The methodology was publicly documented through a limited edition of 50 print copies, a three-copy physical publication exhibited at the 2012 HfG "Sommerloch" show, and online availability.
European Conference on Games Based Learning (ECGBL) · 2025