New Publication: The Magic Circle in LARP

In a recent article for the Analog Game Studies journal, MGC co-director Chloé Germaine has revisited theories of ‘the magic circle’ in Game Studies with fresh insights from the world of live-action roleplaying games (LARP).

The article, titled ‘The Magic Circle as Occult Technology’, begins by addressing the various ways scholars have theorised the concept of ‘the magic circle’ in Game Studies, where it is deployed as a metaphor to discuss the boundaries of play. As Eric Zimmerman clarifies, the magic circle is the idea that when games are played, new meanings are generated. Chloe’s work builds on this broad conception of the magic circle as a way of understanding the interactions, participation, and meanings generated by games but argues that the magic circle is not only a metaphor for understanding the boundaries of play. She writes that the magic circle is a ‘technology that paradoxically erects and disturbs ontological divisions’ and likens it to magical ritual techniques that enable a reciprocal participation and mutual immersion between ‘world’ and ‘player’.

Photo of the author in a magic ritual performance during a LARP

A ritual in larp. Photographed by Mark Wynn for the Dark Door Roleplaying Club

The article’s reading of the magic circle as an occult technology is informed by materialist currents in contemporary philosophy that challenge the privileging of concepts and ideas over material existence, beings and objects. It is also inspired by the practices of LARP designers and players, which, as Chloé argues, draws particular attention to the material inscription of the magic circle during play.

Chloe Germaine