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I loved it. Made me think of times at my Grandma's house and the books and magic that seemed to be there. Oh that is the cutest and most enchanting story!!!


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Love the pictures What a lovely blog post to read. I recently acquired this book The Magic Key. Seems like it was very popular and a rare find - got goosebumps reading your story! Thanks for sharing. Thanks so much for taking the time to chat. I don't always have time to reply but I do read every message you leave. When I was a little girl a most magical thing happened, a box of hand me down goodies came into our house from a person with the surname Jones.

I know the name because, impressively, they must have a name stamp made and it had been stamped in all the books in the box. As far as I remember there were shoes and books but there may have been clothes too. I remember the shoes, bewitchingly pointy toed shoes that I loved though I think mum hated them. Video games ceased to be fun, for me, around the time they began striving to be movies or "real" experiences, and thus stopped emphasizing their sheer artificiality.

Let's say the tipping point was , when the first-person shooter Quake was released for PCs.

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Until that point, even the most "authentically" designed flight simulators relied on eight-bit and sixteen-bit graphics and clinky MIDI audio that sounded as if it was filtered through sheet metal. Players were forced to imagine that their onscreen avatars were actually submarines or vampire hunters, because the technological limitations meant that much of what was onscreen was abstract. As with reading, your mind did much of the work, using the suggestions of crude graphics engines to construct the game's world, and thus you were more invested in that world -- because part of it was yours and yours only.

Quake , and everything that came after, changed that.

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Its hyper-detailed graphics, shadows, lighting, and multilayered audio -- designed, in part, by Nine Inch Nails -- intensified the onscreen carnage. Tomb Raider used semi-accurate laws of physics to ensure that Lara Croft's breasts jiggled and her butt bounced realistically, and in the process sexualized gaming in ways that was heretofore impossible.

SimCity 's game mechanics were so realistic for the time that you could pretend you were an urban planner, complete with spreadsheets and actuarial tables, which must have been super-exciting escapist entertainment for real urban planners. The closer graphics, sound, and controls got to lived experience, the more they became work. We play games, in part, to escape the drudgery of work, to immerse ourselves in an abstract world that doesn't follow the rules of the world we live in, a world that has very different boundaries from the places and relationships in which we operate.

Boundaries, though, are essential.

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Without the arbitrary rules imposed on us by the game, games can bleed over into real life. Play begins to feel like work; work starts feeling like play; and the imaginative, regenerative properties of the latter get overtaken and subsumed by the emphasis on "authenticity. Jenny Davidson's The Magic Circle ponders what happens when the line between game and reality gets smudged. The novel argues that a game is ritualized play, with arbitrary mechanics as precise and mannered as that of a religious ceremony.

When you enter into a game's space, you enter into a "magic circle," an isolated spot where only the circle's rules apply. That's true for a board game, for charades, for an all-night session of World of Warcraft , for a hand of poker. When there's slippage between game and life, when the rituals of a game bleed into the everyday world, as they do in Davidson's novel, bad things happen. Ruth, Lucy, and Anna are three game designers at Columbia University, and they're all caught up in some stage of the academic game.

Ruth studies game theory and designs "larp" live-action role playing games, in which her players use smartphones, GPS coordination, and engagement with real New York City environments to play. Lucy, an MFA-ensconced poet, helps Ruth fill in the backstories of her larps; she also pays Ruth for a room in her apartment, making the former dependent on the latter to an alarming degree.

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Anna studies urban design and city planning. She lives down the hall from Ruth and Lucy, and half-seduces-half-challenges them into creating the most immersive larp possible, one with lots of participants, sex, blood, drunkenness, and chaos throughout the city, mostly around Morningside Park and Harlem. As I said, bad things happen. Larping, by its design, blurs the distinction between the game and their lives.

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Curiously, though, these bad things don't register as fully as they should. That's largely because the novel shares the same problem as its protagonists.

Oxford Reading Tree: Stage 5: Storybooks: Magic Key (Oxford Reading Tree)

Here's Davidson introducing us to the women:. Ruth and Lucy shared a university-owned apartment on the south side of West nd Street between Broadway and Amsterdam. A native New Yorker, Ruth had an undergraduate degree from Bryn Mawr and a PhD from NYU in game theory and design, and she now received housing as a postdoctoral fellow at the humanities center.

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