Defining Games
What is a game? A game can be thought of as a mode of play, yet that offers little in defining what features mark something as a game. Many academics and professional game designers have offered their opinions on what a game is.
In Homo Ludens (1984) by Johan Huizinga, a game is
defined as a non-serious activity existing outside of normal
life and follows rules which only occur within its own boundaries, also known
as a magic circle.
In Playing for Real (2008) by Tom and Janice Baranowski, a game is defined as “a physical or mental contest with a goal or objective, played according to a framework, or rules, that determines what a player can and cannot do inside a game world.”
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Chris Crawford |
The Big Game
One may apply the above criteria to analog and digital games, finding they all indeed meet the requirements to some degree. Yet one can also look beyond what are traditionally considered games and discover other things which fit within those criteria. Social media can be considered a game; users directly or indirectly compete against each other to promote themselves in accordance with the platform’s rules.
One can go even further and claim that all of human society is a game. The majority of people perform different tasks (jobs) to earn money (points). Money is a resource a person can spend on a variety of items; food, clothes, bills, and luxuries. There are different win and failure conditions within society, which vary depending on individual opinion. Living long and remaining financially stable is viewed as a victory by some, but dying young and poor is seen as a loss.
Human society is layered with ultimately arbitrary rules. Laws are an obvious example; driving through traffic lights while the light is red is against the rules, but a person may do it and go completely unpunished, depending if anyone saw and reported to those in assigned roles of law enforcement.
Yet the institutions who devised these laws are just as artificial as those laws. A house of elected politicians is no less a social construct than the first caveman who declared himself a chieftain of his tribe.
Even nations are fictional creations akin to sport teams. Borders are arbitrarily drawn, usually with no regard for objective geography. Each country develops its identity; flags, anthems, culture. Most nations seek to win by achieving and maintaining prosperity, through competing and collaborating with other nations to reach those goals, hardly different from a strategy game like Sid Meier’s Civilization.
Is human civilisation really one big game because it operates in a
similar manner to that of traditional games? Or perhaps it is the other way
around; are games mini-societies created by mimicking the wider society we live
in.
References:
Johan Huizinga. (1944). Homo Ludens: A Study of the Play-Element of
Culture.
Tom Baranowski, Richard Buday, Debbe I. Thompson, Janice
Baranowski. 2008. Playing for Real: Video Games and Stories for
Health-Related Behavior Change, American Journal of Preventive Medicine.
Volume 34, Issue 1. Pages 74-82. e10.
Bernard Suits. 2014. The Grasshopper: Games, Life and
Utopia. Broadview Press.
Katie Salen Tekinbas and Eric Zimmerman. 2003. Rules
of play: Game Design fundamentals. MIT press.
Chris Crawford. 1984. The Art of Computer Game Design, McGraw-Hill/Glencoe.
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