{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,7,17]],"date-time":"2026-07-17T11:11:38Z","timestamp":1784286698128,"version":"3.55.0"},"publisher-location":"New York, NY, USA","reference-count":82,"publisher":"ACM","license":[{"start":{"date-parts":[[2018,8,7]],"date-time":"2018-08-07T00:00:00Z","timestamp":1533600000000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"funder":[{"DOI":"10.13039\/501100000266","name":"Engineering and Physical Sciences Research Council","doi-asserted-by":"publisher","award":["EP\/L015846\/1"],"award-info":[{"award-number":["EP\/L015846\/1"]}],"id":[{"id":"10.13039\/501100000266","id-type":"DOI","asserted-by":"publisher"}]}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":[],"published-print":{"date-parts":[[2018,8,7]]},"DOI":"10.1145\/3235765.3235788","type":"proceedings-article","created":{"date-parts":[[2018,9,13]],"date-time":"2018-09-13T12:54:52Z","timestamp":1536843292000},"page":"1-8","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":12,"title":["Why game designers should study magic"],"prefix":"10.1145","author":[{"given":"Shringi","family":"Kumari","sequence":"first","affiliation":[{"name":"University of York"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Sebastian","family":"Deterding","sequence":"additional","affiliation":[{"name":"University of York"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Gustav","family":"Kuhn","sequence":"additional","affiliation":[{"name":"University of London, London, UK"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"320","published-online":{"date-parts":[[2018,8,7]]},"reference":[{"key":"e_1_3_2_1_1_1","unstructured":"Theodore Annemann. 2011. 202 Methods of Forcing. Theodore Annemann. 2011. 202 Methods of Forcing."},{"key":"e_1_3_2_1_2_1","unstructured":"Blizzard Entertainment. 2014. Hearthstone. (April 2014). Blizzard Entertainment. 2014. Hearthstone. (April 2014)."},{"key":"e_1_3_2_1_3_1","volume-title":"Funology: From Usability to Enjoyment","author":"Blythe M A","year":"2006"},{"key":"e_1_3_2_1_4_1","doi-asserted-by":"publisher","DOI":"10.1109\/MMUL.2008.93"},{"key":"e_1_3_2_1_5_1","unstructured":"Derren Brown. 2007. Tricks of the Mind. Random House. Derren Brown. 2007. Tricks of the Mind. Random House."},{"key":"e_1_3_2_1_6_1","unstructured":"Derren Brown. 2014. A Toy's Story - How To Control The Nation. (Jan. 2014). Derren Brown. 2014. A Toy's Story - How To Control The Nation. (Jan. 2014)."},{"key":"e_1_3_2_1_7_1","doi-asserted-by":"crossref","unstructured":"Paul Cairns Anna Cox and A Imran Nordin. 2014. Immersion in Digital Games: Review of Gaming Experience Research. In Handbook of Digital Games. 337--361. Paul Cairns Anna Cox and A Imran Nordin. 2014. Immersion in Digital Games: Review of Gaming Experience Research. In Handbook of Digital Games. 337--361.","DOI":"10.1002\/9781118796443.ch12"},{"key":"e_1_3_2_1_8_1","doi-asserted-by":"publisher","DOI":"10.1145\/49108.1045604"},{"key":"e_1_3_2_1_9_1","doi-asserted-by":"publisher","DOI":"10.1162\/pres.16.6.623"},{"key":"e_1_3_2_1_10_1","unstructured":"Milbourne Christopher. 1996. The illustrated history of magic. Heinemann Educational Publishers. Milbourne Christopher. 1996. The illustrated history of magic. Heinemann Educational Publishers."},{"key":"e_1_3_2_1_11_1","unstructured":"Arthur C Clarke. 1973. Profiles of the Future: An Inquiry into the Limits of the Possible. Popular Library. Arthur C Clarke. 1973. Profiles of the Future: An Inquiry into the Limits of the Possible. Popular Library."},{"key":"e_1_3_2_1_12_1","unstructured":"Greg Costikyan. 2013. Uncertainty in Games. MIT Press. Greg Costikyan. 2013. Uncertainty in Games. MIT Press."},{"key":"e_1_3_2_1_13_1","doi-asserted-by":"publisher","DOI":"10.1145\/2858036.2858395"},{"key":"e_1_3_2_1_14_1","unstructured":"Christian Donlan. 2015. \"A compelling impossible thing\": Where magic and video games converge. http:\/\/www.eurogamer.net\/articles\/2015-05-10-a-compelling-impossible-thing-where-magic-and-video-games-converge. (Oct. 2015). Christian Donlan. 2015. \"A compelling impossible thing\": Where magic and video games converge. http:\/\/www.eurogamer.net\/articles\/2015-05-10-a-compelling-impossible-thing-where-magic-and-video-games-converge. (Oct. 2015)."},{"key":"e_1_3_2_1_15_1","unstructured":"Fireproof Games. 2012. The Room. (Sept. 2012). Fireproof Games. 2012. The Room. (Sept. 2012)."},{"key":"e_1_3_2_1_16_1","unstructured":"Frogmind Games. 2013. Badland. (April 2013). Frogmind Games. 2013. Badland. (April 2013)."},{"key":"e_1_3_2_1_17_1","volume-title":"Verbal Control: A Treatise on the Under-exposed Art of Equivoque.","author":"Goldstein Phil","year":"1996"},{"key":"e_1_3_2_1_18_1","doi-asserted-by":"publisher","DOI":"10.5555\/1855019"},{"key":"e_1_3_2_1_19_1","unstructured":"David Hume. 2003. A Treatise of Human Nature. Courier Corporation. David Hume. 2003. A Treatise of Human Nature. Courier Corporation."},{"key":"e_1_3_2_1_20_1","doi-asserted-by":"publisher","DOI":"10.1145\/1028014.1028078"},{"key":"e_1_3_2_1_21_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.tics.2008.05.008"},{"key":"e_1_3_2_1_22_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.cub.2006.10.012"},{"key":"e_1_3_2_1_23_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.cognition.2015.12.003"},{"key":"e_1_3_2_1_24_1","doi-asserted-by":"crossref","unstructured":"Gustav Kuhn and Robert Teszka. 2017. Don't Get Misdirected! Differences in Overt and Covert Attentional Inhibition between Children and Adults. Q. J. Exp. Psychol. (2017) 17470218.2016.1. Gustav Kuhn and Robert Teszka. 2017. Don't Get Misdirected! Differences in Overt and Covert Attentional Inhibition between Children and Adults. Q. J. Exp. Psychol. (2017) 17470218.2016.1.","DOI":"10.1080\/17470218.2016.1277770"},{"key":"e_1_3_2_1_25_1","unstructured":"etal Lan Y. Fake science: The impact of pseudo-psychological demonstrations on people\u00e2\u0102&Zacute;s beliefs in implausible psychological principles. (????). et al. Lan Y. Fake science: The impact of pseudo-psychological demonstrations on people\u00e2\u0102&Zacute;s beliefs in implausible psychological principles. (????)."},{"key":"e_1_3_2_1_26_1","doi-asserted-by":"publisher","DOI":"10.1037\/h0093502"},{"key":"e_1_3_2_1_27_1","unstructured":"Rowland Manthrope. 2017. Derren brown's vr ghost train is back - and this time it's actually scary. http:\/\/www.wired.co.uk\/article\/derren-brown-vr-ghost-train-thorpe-park. (March 2017). Accessed: 2018-1-25. Rowland Manthrope. 2017. Derren brown's vr ghost train is back - and this time it's actually scary. http:\/\/www.wired.co.uk\/article\/derren-brown-vr-ghost-train-thorpe-park. (March 2017). Accessed: 2018-1-25."},{"key":"e_1_3_2_1_28_1","doi-asserted-by":"publisher","DOI":"10.1145\/1753326.1753410"},{"key":"e_1_3_2_1_29_1","doi-asserted-by":"publisher","DOI":"10.1080\/07370024.2012.731332"},{"key":"e_1_3_2_1_30_1","unstructured":"Scott McCloud. 1993. Understanding comics: The invisible art. Northampton Mass (1993). Scott McCloud. 1993. Understanding comics: The invisible art. Northampton Mass (1993)."},{"key":"e_1_3_2_1_31_1","unstructured":"C McEntee. 2012. Rational design: the core of rayman origins gamasutra. (2012). C McEntee. 2012. Rational design: the core of rayman origins gamasutra. (2012)."},{"key":"e_1_3_2_1_32_1","unstructured":"Sid Meier. 2012. Interesting Decisions. https:\/\/www.gdcvault.com\/play\/1015756\/Interesting. (2012). Sid Meier. 2012. Interesting Decisions. https:\/\/www.gdcvault.com\/play\/1015756\/Interesting. (2012)."},{"key":"e_1_3_2_1_33_1","volume-title":"Level Design Workshop: Solving Puzzle Design. https:\/\/www.gdcvault.com\/play\/1023139\/Level-Design-Workshop-Solving-Puzzle.","author":"Menzel Jolie","year":"2016"},{"key":"e_1_3_2_1_34_1","doi-asserted-by":"crossref","unstructured":"Albert Michotte. 2017. The Perception of Causality. Routledge. Albert Michotte. 2017. The Perception of Causality. Routledge.","DOI":"10.4324\/9781315519050"},{"key":"e_1_3_2_1_35_1","unstructured":"Mojang. 2011. Minecraft. (Nov. 2011). Mojang. 2011. Minecraft. (Nov. 2011)."},{"key":"e_1_3_2_1_36_1","unstructured":"David Mullich. 2016. How Stage Magic Influenced My Career. https:\/\/davidmullich.com\/2016\/01\/18\/how-magic-influenced-my-career\/. (Jan. 2016). David Mullich. 2016. How Stage Magic Influenced My Career. https:\/\/davidmullich.com\/2016\/01\/18\/how-magic-influenced-my-career\/. (Jan. 2016)."},{"key":"e_1_3_2_1_37_1","first-page":"0","volume-title":"New York, 1999","author":"Murthy P N","year":"2002"},{"key":"e_1_3_2_1_38_1","unstructured":"Namco. 2004. Katamari Damacy. (March 2004). Namco. 2004. Katamari Damacy. (March 2004)."},{"key":"e_1_3_2_1_39_1","doi-asserted-by":"crossref","unstructured":"Michael Nitsche. 2008. Video Game Spaces: Image Play and Structure in 3D Worlds. MIT Press. Michael Nitsche. 2008. Video Game Spaces: Image Play and Structure in 3D Worlds. MIT Press.","DOI":"10.7551\/mitpress\/9780262141017.001.0001"},{"key":"e_1_3_2_1_40_1","volume-title":"Stuart Nolan: Games and Magic. https:\/\/youtu.be\/oJ-V4UA-R40.","author":"Nolan Stuart","year":"2016"},{"key":"e_1_3_2_1_41_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.concog.2015.01.004"},{"key":"e_1_3_2_1_42_1","doi-asserted-by":"publisher","DOI":"10.1068\/p7175"},{"key":"e_1_3_2_1_43_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.neuroimage.2008.12.036"},{"key":"e_1_3_2_1_44_1","doi-asserted-by":"publisher","DOI":"10.1080\/15213269.2012.673850"},{"key":"e_1_3_2_1_45_1","unstructured":"Teller Penn Jillette. 2015. Penn & Teller Fool Us - Coins & Fish Trick. (July 2015). Teller Penn Jillette. 2015. Penn & Teller Fool Us - Coins & Fish Trick. (July 2015)."},{"key":"e_1_3_2_1_46_1","unstructured":"Playdead. 2010. Limbo. (July 2010). Playdead. 2010. Limbo. (July 2010)."},{"key":"e_1_3_2_1_47_1","unstructured":"PopCap Games. 2001. Bejeweled. (May 2001). PopCap Games. 2001. Bejeweled. (May 2001)."},{"key":"e_1_3_2_1_48_1","unstructured":"PopCap Games. 2009. Plants vs. Zombies. (May 2009). PopCap Games. 2009. Plants vs. Zombies. (May 2009)."},{"key":"e_1_3_2_1_49_1","doi-asserted-by":"publisher","DOI":"10.1037\/a0019440"},{"key":"e_1_3_2_1_50_1","doi-asserted-by":"publisher","DOI":"10.1145\/2460625.2460644"},{"key":"e_1_3_2_1_51_1","doi-asserted-by":"publisher","DOI":"10.1145\/1054972.1055074"},{"key":"e_1_3_2_1_52_1","doi-asserted-by":"publisher","DOI":"10.1111\/j.1460-2466.2012.01649.x"},{"key":"e_1_3_2_1_53_1","doi-asserted-by":"crossref","unstructured":"Ronald A Rensink and Gustav Kuhn. 2015. A framework for using magic to study the mind. Front. Psychol. 5 (2015). Ronald A Rensink and Gustav Kuhn. 2015. A framework for using magic to study the mind. Front. Psychol. 5 (2015).","DOI":"10.3389\/fpsyg.2014.01508"},{"key":"e_1_3_2_1_54_1","doi-asserted-by":"crossref","unstructured":"Scott Rigby and Richard M Ryan. 2011. Glued to Games: How Video Games Draw Us In and Hold Us Spellbound: How Video Games Draw Us In and Hold Us Spellbound. ABC-CLIO. Scott Rigby and Richard M Ryan. 2011. Glued to Games: How Video Games Draw Us In and Hold Us Spellbound: How Video Games Draw Us In and Hold Us Spellbound. ABC-CLIO.","DOI":"10.5040\/9798400658105"},{"key":"e_1_3_2_1_55_1","unstructured":"Jean-Eug\u00e8ne Robert-Houdin. 1859. Memoirs of Robert-Houdin: Ambassador Author and Conjurer. Jean-Eug\u00e8ne Robert-Houdin. 1859. Memoirs of Robert-Houdin: Ambassador Author and Conjurer."},{"key":"e_1_3_2_1_56_1","unstructured":"Rovio Entertainment. 2009. Angry Birds. (Dec. 2009). Rovio Entertainment. 2009. Angry Birds. (Dec. 2009)."},{"key":"e_1_3_2_1_57_1","doi-asserted-by":"crossref","first-page":"323","DOI":"10.1017\/S1930297500001935","article-title":"Nudge to nobesity I: Minor changes in accessibility decrease food intake","volume":"6","author":"Rozin Paul","year":"2011","journal-title":"Judgm. Decis. Mak."},{"key":"e_1_3_2_1_58_1","unstructured":"Richard M Ryan and Edward L Deci. 2017. Self-Determination Theory: Basic Psychological Needs in Motivation Development and Wellness. Guilford Publications. Richard M Ryan and Edward L Deci. 2017. Self-Determination Theory: Basic Psychological Needs in Motivation Development and Wellness. Guilford Publications."},{"key":"e_1_3_2_1_59_1","doi-asserted-by":"publisher","DOI":"10.1007\/s11031-006-9051-8"},{"key":"e_1_3_2_1_60_1","unstructured":"Sam Barlow. 2015. Her Story. (June 2015). Sam Barlow. 2015. Her Story. (June 2015)."},{"key":"e_1_3_2_1_61_1","unstructured":"Jesse Schell. 2015. The Art of Game Design: A Book of Lenses Second Edition. CRC Press. Jesse Schell. 2015. The Art of Game Design: A Book of Lenses Second Edition. CRC Press."},{"key":"e_1_3_2_1_62_1","doi-asserted-by":"publisher","DOI":"10.1080\/02724989243000055"},{"key":"e_1_3_2_1_63_1","doi-asserted-by":"publisher","DOI":"10.1016\/S1364-6613(00)01506-0"},{"key":"e_1_3_2_1_64_1","doi-asserted-by":"publisher","DOI":"10.1089\/109493101300117884"},{"key":"e_1_3_2_1_65_1","volume-title":"Brian Eno: Visual Music","author":"Scoates Christopher","year":"2013"},{"key":"e_1_3_2_1_66_1","doi-asserted-by":"publisher","DOI":"10.1371\/journal.pone.0058254"},{"key":"e_1_3_2_1_67_1","unstructured":"Mike Stout. 2015. Learning from other Media. http:\/\/www.chaoticstupid.com\/learning-from-other-media\/. (Sept. 2015). Accessed: 2018-3-20. Mike Stout. 2015. Learning from other Media. http:\/\/www.chaoticstupid.com\/learning-from-other-media\/. (Sept. 2015). Accessed: 2018-3-20."},{"key":"e_1_3_2_1_68_1","doi-asserted-by":"crossref","unstructured":"Eugene Subbotsky. 2010. Magic and the Mind: Mechanisms Functions and Development of Magical Thinking and Behavior. Oxford University Press. Eugene Subbotsky. 2010. Magic and the Mind: Mechanisms Functions and Development of Magical Thinking and Behavior. Oxford University Press.","DOI":"10.1093\/acprof:oso\/9780195393873.003.0011"},{"key":"e_1_3_2_1_69_1","doi-asserted-by":"publisher","DOI":"10.1159\/000329129"},{"key":"e_1_3_2_1_70_1","doi-asserted-by":"publisher","DOI":"10.1111\/j.1460-2466.2010.01513.x"},{"key":"e_1_3_2_1_71_1","unstructured":"Team17. 1995. Worms. (June 1995). Team17. 1995. Worms. (June 1995)."},{"key":"e_1_3_2_1_72_1","unstructured":"Telltale Games. 2012. The Walking Dead. (April 2012). Telltale Games. 2012. The Walking Dead. (April 2012)."},{"key":"e_1_3_2_1_73_1","unstructured":"Cyril Thomas Andr\u00e9 Didierjean and Gustav Kuhn. 2018. It is magic! How impossible solutions prevent the discovery of obvious ones? Q. J. Exp. Psychol. (2018) 174702181774343. Cyril Thomas Andr\u00e9 Didierjean and Gustav Kuhn. 2018. It is magic! How impossible solutions prevent the discovery of obvious ones? Q. J. Exp. Psychol. (2018) 174702181774343."},{"key":"e_1_3_2_1_74_1","doi-asserted-by":"publisher","DOI":"10.5555\/164632.164946"},{"key":"e_1_3_2_1_75_1","unstructured":"Ustwo Games. 2014. Monument Valley. (April 2014). Ustwo Games. 2014. Monument Valley. (April 2014)."},{"key":"e_1_3_2_1_76_1","unstructured":"Valve Corporation. 2007. Portal. (Oct. 2007). Valve Corporation. 2007. Portal. (Oct. 2007)."},{"key":"e_1_3_2_1_77_1","unstructured":"Jason VandenBerghe. 2016. Engines of Play: How Player Motivation Changes Over Time. https:\/\/www.gdcvault.com\/play\/1023329\/Engines-of-Play-How-Player. (2016). Jason VandenBerghe. 2016. Engines of Play: How Player Motivation Changes Over Time. https:\/\/www.gdcvault.com\/play\/1023329\/Engines-of-Play-How-Player. (2016)."},{"key":"e_1_3_2_1_78_1","unstructured":"Vlaada Chv\u00e1til. 2015. Codenames. (2015). Vlaada Chv\u00e1til. 2015. Codenames. (2015)."},{"key":"e_1_3_2_1_79_1","doi-asserted-by":"crossref","unstructured":"Matthew M White. 2014. Learn to Play: Designing Tutorials for Video Games. CRC Press. Matthew M White. 2014. Learn to Play: Designing Tutorials for Video Games. CRC Press.","DOI":"10.1201\/b17044"},{"key":"e_1_3_2_1_80_1","unstructured":"Will Wright. 2001. 'Will Wright's Design Plunder\": Will Wright's classic 2001 keynote on game design inspirations. https:\/\/www.gamasutra.com\/view\/news\/304470\/Video_Will_Wrights_classic_2001_keynote_on_game_design_inspirations.php. (2001). Accessed: 2018-3-20. Will Wright. 2001. 'Will Wright's Design Plunder\": Will Wright's classic 2001 keynote on game design inspirations. https:\/\/www.gamasutra.com\/view\/news\/304470\/Video_Will_Wrights_classic_2001_keynote_on_game_design_inspirations.php. (2001). Accessed: 2018-3-20."},{"key":"e_1_3_2_1_81_1","doi-asserted-by":"publisher","DOI":"10.1089\/cpb.2006.9.772"},{"key":"e_1_3_2_1_82_1","doi-asserted-by":"publisher","DOI":"10.1145\/2967934.2967937"}],"event":{"name":"FDG '18: Foundations of Digital Games 2018","location":"Malm\u00f6 Sweden","acronym":"FDG '18"},"container-title":["Proceedings of the 13th International Conference on the Foundations of Digital Games"],"original-title":[],"link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3235765.3235788","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3235765.3235788","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,18]],"date-time":"2025-06-18T21:41:22Z","timestamp":1750282882000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3235765.3235788"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2018,8,7]]},"references-count":82,"alternative-id":["10.1145\/3235765.3235788","10.1145\/3235765"],"URL":"https:\/\/doi.org\/10.1145\/3235765.3235788","relation":{},"subject":[],"published":{"date-parts":[[2018,8,7]]},"assertion":[{"value":"2018-08-07","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}