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INTRODUCTION | GAME THEORY | DESIGN THEORY | GAMES {
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Game Play
Principles of game and play theory guide have guided our development
of game-based methods for user involvement in design. Understanding
game play requires, to some extent, understanding the broad distinctions
between play and games. While distinctions between the two are admittedly
controversial, we have chosen a general understanding that effectively
supports application of the theories to our methodological domain.
Play can be understood as a voluntary action extending imagination
in time and space whereas a game creates a format for play to take
place separated from ordinary life both materially and ideologically.
Play can exist alone as a pure activity free of worldly constraints
without past or future. A game offers a controlled framework including
immersive narratives, rules, and social factors for play to transpire.
Game play is an occasion defined by the dimensions of the stage and
duration of the spectacle. Game play absorbs the player intensely
and utterly allowing them to stand outside of ordinary
life and to proceed within its own boundaries. The player assumes
a role, entering into the fantasy and illusion created by the combination
and interplay of game rules and narrative thereby losing his or her
real identity for the duration of the game. Games stir the imagination,
engaging players emotionally, intellectually, physically and socially.
Through enactment, players are not only immersed in the space of the
game, they are engaged in actively creating together as social
beings and through the act of playing the personal and social
functions of the game.
In practice, it is the set of principles outlined below that constitute
a general framework for game play as a means and methodological framework
for design.
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Immersion and Suspension of Disbelief
A game is a way to create another reality and allow people to
enter into it. [1] The most fundamental aspect of game-play
is the willing suspension of disbelief, a term coined by Coleridge
in 1817, and widely applied in game, literary, and performance genres.
Players must be able to loose themselves within the narrative created
during game-play through the act of making believe. This act of stepping
inside the fictional game space should not be obligatory but have
a sense of free will attached to it. Instilling a suspension of disbelief
creates a safe haven, a world separate from reality, for people to
access and express themselves within. Once people are immersed in
a game experience, they are able to articulate their internal thought
processes and emotions more easily. |
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Enactment
A step beyond instilling a suspension of disbelief
is allowing players to actively create belief, empowering
the player as an actor inside the game narrative. One way to engage
players in this enactment is to increase the agency of the player
in manipulating objects, tools, or accessories. With a greater sense
of control and investment, actions performed with these interaction
mechanisms, such as choices or decision-making in game play, is
matched by an increased feeling of enthusiasm and tension, drawing
the player further and more deeply into the experience. Players
who are personally and emotionally engaged tend to reflect and learn
from their experience in a more a more spontaneous and intuitive
way.
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Rules and Boundaries
Game-play is governed by rules. Boundaries
or rules of time, space and rituals of completion must be observed
for a game to occur. These rules help create and reinforce the game
fiction. For example, a chess player following the rules of the
game is in fact creating their own bounded space outside the laws
of the real world because there is no actual activity in the real
world that corresponds with the act of playing chess. Another example
is in playacting games, where the boundary of the stage and the
applause of the audience define the space and time of a game through
physical limits and social rituals. Rules exist as support for imagination
and play. Like the applause, breaking the rules is like breaking
a spell, shattering the illusion of immersion and the temporary
identity with an enacted detective, pirate or superhero.
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Social Function
Games attain their goal only when they stimulate an echo of
complicity. [2] Social aspects of game-play mimic real life
social order. Although it is possible to play alone (painful lonely
spectacles), most games depend on social competition and rivalry,
reflecting stimulus and response, provocation and contagion as well
as enthusiasm and shared tension. Socialized aspects such as competition
and cooperation provide a heightened level of emotional engagement
in group play. There is a certain pleasure, thrill, or excitement
of working for and against other players. Social outcomes cant
be foreseen or envisioned they occur spontaneously in the
situation of play. Once a group chooses to engage in a game, the
outcome is not only the end result of the game but also an unpredictable
evolution of a group identity through the act of playing.
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References: |
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[1] Andersen, K., Jacobs, M. and Polazzi, L. (2003) Playing Games
in the Emotional Space. In Funology: from usability to enjoyment.
Blythe, M.A et al., ed.s. Dordrecht, The Netherlands: Kluwer.
[2] Callios, R. (1958/2001) Man, Play and Games. Chicago: University
of Illinois Press.
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[3] Huizina, J. (1950) Homo Ludens: A Study of the Play Element
in Culture, Boston:Beacon Press.
[4] Murray, J. (1998). Hamlet on the Holodeck. Cambridge, MA:
MIT Press. |
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Underdogs & Superheroes is a project within the Public
Play Spaces research platform at the RE:FORM &
PLAY studios, Interactive
Institute.
Project team:
Margot Jacobs + Ramia Mazé Anna Dahlberg + Anna Götesson
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