Uploaded by Marya Badran

Response Paper 1 - Dan Badran (Super Mario)

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Dan Badran
5/2/2021
Response Paper 1
A mental phenomenon that is studied by many game designers and developers known as
psychological flow which is when the mind is aroused enough to be interested and pay
attention to a game that isn’t overly challenging as to cause irritation or anger and isn’t
underwhelming as to bore the person. Any person who engages in the act of play, whether
it’s a video game, physical activity or a game of intellect, they have to get into the mental
state of psychological flow. However, there are no universally agreed on definitions for play
and game, which have been debated and discussed by play theorists, philosophers,
historians, anthropologists, literary critics and more.
Johan Huizinga, a Dutch historian wrote the book Homo Ludens: A study of play element of
culture, defines play as free activity outside of ‘reality’ and not serious, though it is time
consuming and completely absorbs a person. Huizinga continues to define it as an activity
with no material interest or gain and has its own rules and concept of time. Play also
encourages the formation of social groupings. Play is a part of culture and relates to
language, philosophy, myths, ritual, art, law, civilization and more. However, when Huizinga
relates play to rituals or religious ceremonies, he briefly questions whether or not the
participants are aware of the fact that they are ‘only playing’ but then concludes that ‘only
playing’ doesn’t matter. Huizinga says “Now this last named – element, the fun of playing
resists all analysis, all logical interpretation.” (Huizinga 3) which provides evidence to why he
concluded that ‘only playing’ doesn’t matter; because the act of playing is fun and fun has
no logical interpretation to it. Huizinga also says “All these hypotheses have one thing in
common: they all start with the assumption that play must serve something which is not
play, that it must have some biological purpose.” (Huizinga 3) and “Play only becomes
possible, thinkable and understandable when an influx of mind breaks down the absolute
determinism and cosmos.” (Huizinga 4) meaning that play has no actual purpose and can
only exist by free will; an ‘activity’ is not play if it serves a purpose or if the participant didn’t
willingly volunteer. For Huizinga, play is imaginative, it’s not serious and is an essential part
of culture; though there are many who criticize and refine the definition(s) of play.
Roger Caillois was a French literary critic who redefined play based off of Huizinga’s
definition. In his book Man, Play and Games Caillois divides play into different categories
and suggests a different definition for it. Caillois says: “Such a definition, in which all the
words are important and meaningful, is at the same time too broad and too narrow. It is
meritorious and fruitful to have grasped the affinity which exists between play and the
secret or mysterious, but this relationship cannot be part of the definition of play, which is
nearly always spectacular or ostentatious.” (Caillois 4) which implies that he views
Huizinga’s definition of play as not ‘play’ itself but rather by its relationship to the context or
setting it is found in. Caillois continues to criticize Huizinga’s definition when he explains
that certain games such as gambling or betting games do have material interest involved
(Caillois 5). However, Caillois agrees on a few aspects of Huizinga’s definition of play which
are that it is free, – meaning that the participant has to willingly volunteer and not be forced
– it is separate, - meaning that it has its own boundaries of space and time, it is separate
from reality – it is rule bound, so it has its own set of rules that the players follow and it is
make-believe, it’s imaginative and fictional. Caillois also says it is unproductive, not
producing any material goods however there may be the exchange of goods between
players. The subcategories Caillois divides play into are agon, alea, mimicry, illinx, paida and
ludus. Agon is when play requires skill and competition, alea is when play has luck or
probability involved, mimicry is when the setting of play mimics real life and has illusion
involved. Illinx is when a player’s state is dizziness or has a falling effect; an example would
be when someone rides a roller coaster. Caillois defines paida as “uncontrolled fantasy”
(Caillois 13) so it is chaotic and free flowing, whereas ludus is calculated and precise.
Brian Sutton – Smith was an American play theorist who also tried to define play and
examine why the definitions had such ambiguity. In his book The Ambiguity of Play, Smith
begins by giving some examples of definitions of play that denote ambiguity such as
Geoffrey Bateson who said that “play is a paradox as it is and isn’t what it appears to be”
(Sutton-Smith 1). Smith then provides a list to help describe his definition of play: mind play,
– which is about fantasy and daydreams – solitary play which includes hobbies, playful
behavior, – which constitutes pranks – informal social play which is going to real life playful
settings such as vacations or parties, vicarious audience play – which is about television –
performance play, which includes being a performer such as a musician or actor,
celebrations and festivals, contests games – which is about athleticism or gambling – and
risky/ deep play which includes extreme activities such as skydiving. Smith uses seven
different rhetorics in order to examine the ambiguity of play and relates them to other
definitions of play, including Huizinga’s. Smith aimed to find the extent of ambiguity as an
outcome of the rhetorics or if it differs between different players. C.Thi Nguyen, a
philosopher, used a different approach to defining play by differentiating it from game and
by examining previous definitions.
There are many different definitions and interpretations for play and game. The ways in
which those definitions intersect; by pointing out the necessity of it being free, imaginative
and separate from reality is how psychological flow can be further studied and understood
in order to develop more engaging games and activities.
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