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Exploring the Definition of Games and Play | Design Dimensions and Typologies

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35 diapositives · 380 Views · Jan 07, 2020

Discover the essence of games and play, examining their definitions through Huizinga and Juul's perspectives. Learn about the six key aspects defining a game and delve into the intricate relation between structure and freedom within play. Explore different game typologies like Ludus, Paidia, Agon, Alea, Mimicry, and Ilinx, shedding light on their unique characteristics. Uncover the design dimensions of games, including the organization of designed systems and first-order design rules. Enhance your understanding of games and play through an in-depth exploration of these concepts.

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  1. WHAT IS A GAME ?

  2. WHAT IS A GAME ?

  3. WHAT IS A GAME ? A WAY OF LOOKING AT ALMOST ANYTHING: HUIZINGA: CULTURE COMES FROM PLAY

  4. WHAT IS A GAME ? JESPER JUUL: THERE SEEM TO BE TWO TYPES OF APPROACHES TO THAT QUESTION:

  5. WHAT IS A GAME ? JESPER JUUL: THERE SEEM TO BE TWO TYPES OF APPROACHES TO THAT QUESTION: “EVERYTHING IS A GAME”

  6. WHAT IS A GAME ? JESPER JUUL: THERE SEEM TO BE TWO TYPES OF APPROACHES TO THAT QUESTION: “EVERYTHING IS A GAME” OR “A GAME IS SOMETHING VERY SPECIFIC”

  7. WHAT IS A GAME ? JESPER JUUL: THERE SEEM TO BE TWO TYPES OF APPROACHES TO THAT QUESTION: “EVERYTHING IS A GAME” OR “A GAME IS SOMETHING VERY SPECIFIC” OTHERWISE PUT: GAME CAN BE UNDERSTOOD AS A WAY OF DOING THINGS (AS A CONCEPT THAN RELATED TO ACTIVITY, PERFORMANCE AND (HUMAN) AGENCY

  8. WHAT IS A GAME ? JESPER JUUL: THERE SEEM TO BE TWO TYPES OF APPROACHES TO THAT QUESTION: “EVERYTHING IS A GAME” OR “A GAME IS SOMETHING VERY SPECIFIC” OTHERWISE PUT: GAME CAN BE UNDERSTOOD AS A WAY OF DOING THINGS (AS A CONCEPT THAN RELATED TO ACTIVITY, PERFORMANCE AND (HUMAN) AGENCY OR GAME CAN BE UNDERSTOOD AS A TYPE OF OPEN SYSTEM

  9. ALL THINGS THAT CAN BE CONSIDERED GAMES HAVE AT LEAST 6 ASPECTS IN COMMON. THESE ASPECTS ARE BOTH NECESSARY AND SUFFICIENT TO BE A GAME

  10. ALL THINGS THAT CAN BE CONSIDERED GAMES HAVE AT LEAST 6 ASPECTS IN COMMON. THESE ASPECTS ARE BOTH NECESSARY AND SUFFICIENT TO BE A GAME 1 THERE ARE FIXED RULES

  11. ALL THINGS THAT CAN BE CONSIDERED GAMES HAVE AT LEAST 6 ASPECTS IN COMMON. THESE ASPECTS ARE BOTH NECESSARY AND SUFFICIENT TO BE A GAME 1 THERE ARE FIXED RULES 2 THE OUTCOME IS VARIABLE

  12. ALL THINGS THAT CAN BE CONSIDERED GAMES HAVE AT LEAST 6 ASPECTS IN COMMON. THESE ASPECTS ARE BOTH NECESSARY AND SUFFICIENT TO BE A GAME 1 THERE ARE FIXED RULES 2 THE OUTCOME IS VARIABLE 3 THE OUTCOME IS VALORISED

  13. ALL THINGS THAT CAN BE CONSIDERED GAMES HAVE AT LEAST 6 ASPECTS IN COMMON. THESE ASPECTS ARE BOTH NECESSARY AND SUFFICIENT TO BE A GAME 1 THERE ARE FIXED RULES 2 THE OUTCOME IS VARIABLE 3 THE OUTCOME IS VALORISED 4 PLAYERS / PARTICIPANTS INFLUENCE THE OUTCOME

  14. ALL THINGS THAT CAN BE CONSIDERED GAMES HAVE AT LEAST 6 ASPECTS IN COMMON. THESE ASPECTS ARE BOTH NECESSARY AND SUFFICIENT TO BE A GAME 1 THERE ARE FIXED RULES 2 THE OUTCOME IS VARIABLE 3 THE OUTCOME IS VALORISED 4 PLAYERS / PARTICIPANTS INFLUENCE THE OUTCOME 5 PLAYERS ATTACH MEANING TO THE OUTCOME

  15. ALL THINGS THAT CAN BE CONSIDERED GAMES HAVE AT LEAST 6 ASPECTS IN COMMON. THESE ASPECTS ARE BOTH NECESSARY AND SUFFICIENT TO BE A GAME 1 THERE ARE FIXED RULES 2 THE OUTCOME IS VARIABLE 3 THE OUTCOME IS VALORISED 4 PLAYERS / PARTICIPANTS INFLUENCE THE OUTCOME 5 PLAYERS ATTACH MEANING TO THE OUTCOME 6 THE EFFECT OF THE OUTCOME ON THE WORLD IS OPTIONAL

  16. ALL THINGS THAT CAN BE CONSIDERED GAMES HAVE AT LEAST 6 ASPECTS IN COMMON. THESE ASPECTS ARE BOTH NECESSARY AND SUFFICIENT TO BE A GAME 1 THERE ARE FIXED RULES (ROLE PLAYING?) 2 THE OUTCOME IS VARIABLE (PUZZLES?) 3 THE OUTCOME IS VALORISED (SIMULATIONS ? GAME OF LIFE?) 4 PLAYERS / PARTICIPANTS INFLUENCE THE OUTCOME (ROULETTE?) 5 PLAYERS ATTACH MEANING TO THE OUTCOME (AGAIN, SIMULATIONS?) 6 THE EFFECT OF THE OUTCOME ON THE WORLD IS OPTIONAL (TRAFFIC? EVOLUTION?)

  17. WHAT IS PLAY?

  18. WHAT IS PLAY? NOT THE GAME, BUT THE POSSIBILITY SPACE INSIDE IT, THE LEEWAY, THE INTERPLAY BETWEEN STRUCTURE AND FREEDOM.

  19. WHAT IS PLAY? NOT THE GAME, BUT THE POSSIBILITY SPACE INSIDE IT, THE LEEWAY, THE INTERPLAY BETWEEN STRUCTURE AND FREEDOM. EVOLUTION CAN BE UNDERSTOOD AS PLAY (AS GAME?)

  20. WHAT IS PLAY? NOT THE GAME, BUT THE POSSIBILITY SPACE INSIDE IT, THE LEEWAY, THE INTERPLAY BETWEEN STRUCTURE AND FREEDOM. EVOLUTION CAN BE UNDERSTOOD AS PLAY (AS GAME?) LANGUAGE CAN BE UNDERSTOOD AS OPEN-ENDED PLAY (WITTGENSTEIN, WHO MAINTAINED THE PLAY CANNOT BE DEFINED)

  21. WHAT IS PLAY ? NOT THE GAME, BUT THE POSSIBILITY SPACE INSIDE IT, THE LEEWAY, THE INTERPLAY BETWEEN STRUCTURE AND FREEDOM. PLAY IS A TYPE OF RELATION, BETWEEN HUMANS AND NON-HUMANS http://youtu.be/G0wYaXYwP-w?t=1m

  22. WHAT IS PLAY ? NOT THE GAME, BUT THE POSSIBILITY SPACE INSIDE IT, THE LEEWAY, THE INTERPLAY BETWEEN STRUCTURE AND FREEDOM. PLAY IS A TYPE OF RELATION, BETWEEN HUMANS AND NON-HUMANS A GAME IS A SPACE FOR PLAY – A 'MAGIC CIRCLE'

  23. WHAT IS PLAY ? NOT THE GAME, BUT THE POSSIBILITY SPACE INSIDE IT, THE LEEWAY, THE INTERPLAY BETWEEN STRUCTURE AND FREEDOM. PLAY IS A TYPE OF RELATION, BETWEEN HUMANS AND NON-HUMANS A GAME IS A SPACE FOR PLAY – A 'MAGIC CIRCLE', BUT PLAY IS BOTH SMALLER AND BIGGER THAN GAME

  24. CAILLOIS' GAME TYPOLOGIES Callois organises games in a frame with a division between more game-like games and more play like games (or plays) – see previous slide. LUDUS (game) PAIDIA (play) AGON (contest, skill based) race, deathmatch ALEA (chance, luck) dice games, roulette MIMICRY (imitation) theatre, simulation ILINX (vertigo, rush) funfair, playgardens

  25. DESIGN DIMENSIONS OF GAMES

  26. DESIGN DIMENSIONS OF GAMES THE ORGANISATION OF THE DESIGNED SYSTEM - 1st ORDER DESIGN RULES ON 3 LEVELS:

  27. DESIGN DIMENSIONS OF GAMES THE ORGANISATION OF THE DESIGNED SYSTEM - 1st ORDER DESIGN RULES ON 3 LEVELS: 1 mechanics: how does the game function? 2 operational rules: how is it played ? what is allowed ? 3 implicit rules (for instance: one must be able to see and hear, gravity is required)

  28. DESIGN DIMENSIONS OF GAMES THE ORGANISATION OF THE DESIGNED SYSTEM - 1st ORDER DESIGN RULES ON 3 LEVELS: 1 mechanics: how does the game function? 2 operational rules: how is it played ? what is allowed ? 3 implicit rules (for instance: one must be able to see and hear, gravity is required) SPATIAL, TEMPORAL, MATERIAL ASPECTS (time, moment, timing, rhythm, location, space, playing field, play material, sensory aspects)

  29. DESIGN DIMENSIONS OF GAMES THE ORGANISATION OF THE DESIGNED SYSTEM - 1st ORDER DESIGN RULES ON 3 LEVELS: 1 mechanics: how does the game function? 2 operational rules: how is it played ? what is allowed ? 3 implicit rules (for instance: one must be able to see and hear, gravity is required) SPATIAL, TEMPORAL, MATERIAL ASPECTS (time, moment, timing, rhythm, location, space, playing field, play material, sensory aspects) } GAME

  30. DESIGN DIMENSIONS OF GAMES THE EXPERIENCE OF THIS SYSTEM - 2nd ORDER DESIGN

  31. DESIGN DIMENSIONS OF GAMES THE EXPERIENCE OF THIS SYSTEM - 2nd ORDER DESIGN (!)

  32. DESIGN DIMENSIONS OF GAMES THE EXPERIENCE OF THIS SYSTEM - 2nd ORDER DESIGN (!) - social interactions between players, relations between players, onlookers, and other non-playing actors - interplay between perception, interpretation, feelings, - emergent qualities: potential winning strategies, aesthetics in play patterns } PLAY

  33. DESIGN DIMENSIONS OF GAMES THE RELATION OF THE DESIGNED SYSTEM WITH ITS CULTURAL CONTEXT - contextual relations with the world outside the magic circle (applied games, cock fights, soccer) - games (re)present cultural codes, - games apply procedural rethorics (Ian Bogost)