Toys, Games and Play
What is a game, and why does it matter?
Game designers seriously discuss what makes a game a game, while
others wonder why we care so much. With the rise of gamification, and
the application of game design principles in most areas of life, a
different question comes to my mind. How can we learn from games to
improve our lives, like many are trying to do, if we don't know the
difference between a toy and a game? Even a general understanding of
what a game is can help us understand how they engage, empower and
encourage us to do and be better inside games, so we can use those
lessons outside of games, in the physical world.
To understand what a game is, we also
need to handle the terms toy and play. All three words are thrown
around carelessly. This doesn't help, but their meanings are still
clear by how we use them. We play games, and we play with toys. Play
is a verb in this case, making it an action. That makes a game an
activity (like sports, since games are not instruments) and makes a toy an object
(even if it's not physical). While not very helpful, this IS useful,
because now we have the perspective to ask more meaningful questions.
The first one is, “What is play?”,
and I only have a decent answer. It's definitely not work. Work is
doing an activity for the expected result. Play is not about the
result, which is why play is not about winning or losing, even though
many times we are trying to “win” while playing. Play and work
can be mixed, like a job that is done to achieve a result (earning
money to pay bills), but done in a particular way (challenging others
to silly little competitions) for the experience. Then it doesn't
feel like work, even if done to achieve a result. This means choosing
a destination and then a journey we want to experience that will
still get us to the destination. While work is about reaching the
destination, play is about enjoying and embracing the journey.
Put another way, play is about enjoying
the experience, not to gain anything else, though the extras might be
appreciated. Authority, power, money, reputation and our social
standing aren't the point, because rewards, achievements and results
aren't the point of play. It's about doing the activity for it's own
sake. That's why some people say they were “just playing” to say
they weren't “being serious”. In other words, they weren't
focused on getting a particular result, but rather on enjoying the
experience.
"If the purpose is more important
than the act of doing it, then it's probably not play." - Stuart
Brown
The second question is, “What's a
toy?”, and that is far easier to answer. Things we play with are
toys. Yep, that's it for the answer, but it's deeper than it appears.
It's where we get the phrase, “toying with them”, which means we
are treating people like things; objects, not human beings. It's also
why children can get more fun out of playing with boxes than some of
the toys that come in them, because the boxes can be used for more
kinds of play, making them better toys. This also means dice, playing
cards, game boards and computer programs could be considered toys.
However, as the phrase, “toying with them” indicates, almost
anything can be a toy. With such a selection, what could we do with
the right toys?
"[Maria Montessori] would design
these toys, where kids in playing with the toys would actually come
to understand these deep principles of life and nature through play."
- Will Wright
The third question is, “What then is
a game?” If the dice, playing cards, game boards and computer
programs used in many games could be considered toys, then what's
left? The answer is, “rules”. Sure, it's a little
counter-intuitive to think kids love acting in accordance to rules,
but remember their reaction to other children cheating, or breaking
game rules. A game is a set of agreed on rules for play. The
agreement is why rules are so important to people playing together,
and part of why playing games together builds trust. Those rules can
include goals, conditions for winning and other commonly discussed
traits of games, but they don't have to, like in a game of pretend or
Tetris. Game rules can be almost sacred to those playing the game,
and breaking them can earn heavy consequences, assuming everybody's
playing the same game.
The fourth question is, “Why does it
matter what a game is?”, and that gets to the heart of what it
means to play a game, rather than to play with a toy. Some people,
when they “play games”, are really playing games with people or
systems as toys. They see what reactions they can get, try to provoke
certain reactions or try to do things to other people and the
systems. The gameplay experience can sometimes be expanded this way,
by adding new ways to play, but it can also be cast aside for
personal amusement at the expense of others.
A good example is in MMORPGS (Massively
Multiplayer Online Role Playing Games) where some people take on the
role of their character in the world, and others use their character
as a tool. What I mean is that some will play through the game
content like an author writing their character in a story. Their
behavior fits the character and setting. Others will ignore their
character role and the game setting to amuse themselves by pushing
the game systems to their limits, seeing what they can kill or
conquer, experimenting with the math and rules of the game or using
character interaction as a way to go after the player behind other
characters. Playing a game means to embrace the gameplay experiences
of a game, but playing with a game, like it's a toy, means to use the
people and systems in the game like things for one's own
entertainment. To play a game is to respect, and abide by, the spirit
of the of the game design.
"So the obvious thing for me to
talk about today is graphics and audio. But if you were to go to a
game developers conference, what they're all talking about is
emotion, purpose, meaning, understanding and feeling. You'll hear
about talks like, can a video game make you cry? And these are the
kind of topics we really actually care about." - David Perry
Our experiences impact our lives, and
games are designed to create play experiences. Those who play the
game, rather than play with the game, submit themselves, to some
extent, to the gameplay experience. These experiences can teach us
many things. Some games show physics in motion. Some show
communication, cooperation and leadership through collaborative
challenges. Some show a glimpse of life in the past, or possibilities
of the present and future. Some games help people relax, provoke
thoughtful contemplation, get exercise or deal with extreme traumas.
Games, entertainment games, have been used to do all these things.
That's a big part of why game
designers, educators, businesses and others are so interested in the
potential of games. Game design is being applied to more and more
parts of our lives. There's even an entire professional field call
Gamification, which is applying game design outside of games. There's
also a wide variety of "games" done in marketing, team
building, engagement programs, schools, homes and so many other parts
of life. Often though, these “games” are more like toys and are
created by those who don't understand games. That means they are less
likely to be played, and more likely to be played with, or suffered
through.
"And you get to thinking about
how, wow, is it possible maybe that, since all this stuff is being
watched and measured and judged, that maybe I should change my
behavior a little bit and be a bit better than I would've been? And,
so, it could be that all these systems are all crass
commercialization and it's terrible, but it's possible that they'll
inspire us to be better people, if the game systems are designed
right." - Jesse Schell
... “if the game systems are designed
right” ...
That's the key, and the reason knowing
what makes a game a game is so important. It matters what a game is,
because games are being integrated into our daily lives, can be used
to improve our lives and used to help improve ourselves. Sometimes
they're well designed by well meaning people, but other times good
intentions are hurt by bad designs, and bad intentions prosper
through good designs. Gameplay experiences can affect our physical,
social, emotional and mental health. Understanding games helps us use
games, and rules, to create positive effects in our lives. That's
gamification, using game design to improve our lives outside of
games.
"We've got all these amazing
gamers, we've got these games that are kind of pilots of what we
might do, but none of them have saved the real world yet. Well I hope
that you will agree with me that gamers are a human resource that we
can use to do real-world work, that games are a powerful platform for
change." - Jane McGonigal
We write the rules in various parts of
our lives, and the lives of others. When we understand that a game is
a set of agreed on rules to organize play, we can learn from games to
help write real-world rules. We can use these lessons to encourage
engagement, creativity and playfulness. We can use them to help build
trust and friendships, which helps build teams and enjoyable,
productive work environments. We can use them to create open lines of
communication that help keep communities and businesses healthy. We
can use them to reduce stress, promote healthy living and help people
through conflicts. Sometimes a game is just a game, but sometimes a
game is so much more.
The fifth question is, “What will I
do with this knowledge?”, and only you can answer that. However, there are plenty of us considering these topics, so why not join us in discussing what we should do with game design in the real world?
Have fun, spread the word, and tell me what you think.
The Sage of Games
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