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Wednesday 13 November 2013

Beyond the Gameboy

Jane McGonigal identifies the "four defining traits: a goal, rules, a feedback system, and voluntary participation", which combine to give a representation of what makes a game in our culture (McGonical, 2011, pg.21). She identifies how games fill a need in our lives which reality simply can not fill, we voluntarily seek out a new world of make believe because our own reality isn't as satisfying.

As Roger Caillois notes this in his book 'Man, Play and Games',"Play is... an activity which is essentially: Free (voluntary), [separate in time and space], uncertain, unproductive, governed by rules, make believe"(Caillois, 1961, pg 10-11).

The mundane tasks of everyday life such as a secretary typing the same content day after day provides no stimulation, no challenge, no enjoyment. In our work we fulfill our designated tasks, even when we complete our goals there is still no obvious signs of gratification, games provide this sense of appreciation through the "feedback system" (McGonical, 2011,pg.21). Feedback in games provides immediate gratification, giving the user a sense of pride, or "fiero" to encourage further game play but in some cases the prospect of further game play is even more gratifying (McGonical, 2011, pg.33). As when we enter the game "space", we enter a new reality which ends when the game ends, identifying the popularity of continuous games such as Tetris.

 It is interesting that we enjoy the restrictions in games but not in reality. The restrictions in games challenges us to be more active, to improve our skills, to succeed, while restrictions in reality stop us from deviating and engaging in society in ways we shouldn't. Although Caillois argues game play is "unproductive", I feel the positive emotional state which it evokes is an important tool for helping us cope with the unsatisfactory truth of reality. As McGonigal notes "It is an extremely powerful tool for participation and motivating hard work" (McGonical, 2011, pg.33). Games can improve our teamwork skills through multi-player game play, our sense of timing and accuracy in games such as Tetris, as well as puzzle solving skills to move to the next level, always prompting us to improve which then reflects in reality.

McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Press HC.
Caillois, Rodger. (1961) Man, Play, and games. The Free Press, glencoe, New York

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