Abstract
The rise of Mixed and Virtual Reality technologies can stimulate more intense game experiences, offer new opportunities for learning and have made new interaction paradigms possible. However, it is important to understand how players engage with mixed and virtual realities, and how to design ways to subtly pull people in and out of the game world as the context requires. This paper proposes a framework based on concepts of the magic circle and diegesis, to provide four Mixed Reality interaction design strategies, and subsequently gives a game design exemplar for each of these categories to highlight how they can be operationalized.
| Original language | English |
|---|---|
| Title of host publication | Virtual, Augmented and Mixed Reality |
| Subtitle of host publication | 17th International Conference, VAMR 2025, Held as Part of the 27th HCI International Conference, HCII 2025, Proceedings |
| Editors | Jessie Y. C. Chen, Gino Fragomeni |
| Publisher | Springer |
| Pages | 30-40 |
| Number of pages | 11 |
| Volume | 3 |
| ISBN (Electronic) | 9783031937156 |
| ISBN (Print) | 9783031937149 |
| DOIs | |
| Publication status | Published - 31 May 2025 |
| Event | 17th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2025, held as part of the 27th HCI International Conference, HCII 2025 - Gothenburg, Sweden Duration: 22 Jun 2025 → 27 Jun 2025 |
Publication series
| Name | Lecture Notes in Computer Science |
|---|---|
| Volume | 15790 LNCS |
| ISSN (Print) | 0302-9743 |
| ISSN (Electronic) | 1611-3349 |
Conference
| Conference | 17th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2025, held as part of the 27th HCI International Conference, HCII 2025 |
|---|---|
| Country/Territory | Sweden |
| City | Gothenburg |
| Period | 22/06/25 → 27/06/25 |
Bibliographical note
Publisher Copyright:© The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.
Keywords
- Interaction Design
- Magic Circle
- Mixed Reality
- Play
- Presence
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