More Than Affordances

Limitations and the Systems They Create: A Review of Ian Bogost's Play Anything

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Throughout my time in Grad School, I have been intensely curious about the word play and increasingly disenchanted by the idea of game studies. If play and culture are inexorably intertwined then it seems to me that studying games does little, whereas studying play in things that are not games can give unique insight into culture itself. However, in order to really get at this concept one would have to embrace the work of Johan Huizinga in a way that is often overlooked, discarded, avoided, or reduced to absurdity – the magic circle. When I found out that Ian Bogost was writing a book specifically about this concept of play, I was excited to see what he had to say on the subject. To that end, Play Anything: The Pleasure of Limits, the Uses of Boredom, & The Secret of Games may be one of the important books on the study of play I have found. Unfortunately, the book will most likely remain largely ignored because it is nearly impossible to pin down what the book exactly is. Continue Reading

Free to Be Useless

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It was a huge encouragement to read Luca Morini’s wonderful article on play as the “bulwark of uselessness” on May 4th. Having a deep understanding of and appreciation for play is a crucial part of human culture and society, and as Luca notes the freedom to be playful–to enjoy things for their own sake–is often sacrificed on the altar of “usefulness”, leading not to the enhancement of human culture but to its diminishment. To echo Luca’s use of Huizinga: “The very existence of play continually confirms the supra-logical nature of the human situation…We play and know that we play, so we must be more than merely rational beings, because play is irrational.” Continue Reading

Flexible Times

need Flexible Game Design

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Since games emerge from and reflect upon culture, it is becoming more and more important to find ways to accommodate the various cultural relationships to games and play that already exist globally. As the barriers to technology drop, accessibility to the tools of games are increasing, but the syntax of game making remains largely unexamined from the context of multi-cultural languages of games and play. Game development is a small world and has not demonstrated a willingness to deal with the cultures of play around the world that are now being reached with new global audiences. Mindful Play is our attempt to investigate the ways in which games are made and find ways to adapt existing game design methodologies to accommodate these emerging forms of play. Continue Reading

Critical game creation

as intergenerational social participation

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Trying to change education towards a more innovative, creative and game-based learning approach is not a single-player game. There is a need for a huge amount of research and educational innovation projects before making educational actors promote digital games as a learning strategy. Just after my Ph.D, I was lucky to join a research network, a sort of a “research guild” for promoting mutual help, creating joint events and develop academic exchanges. Our “research guild” was funded by the 7th framework of research of the European Commission as a network of excellence, the “Games and Learning Alliance” (GaLA 2009-2013). The GaLA network included nearly 50 researchers in the field of digital games with educational, health, cultural purpose, also called “serious games”. Being part of an international research guild allowed me to access a higher level through collaborations with other scholars worldwide. Being in a guild required me to join efforts in topics and tasks that were out of my reach in an individual or small team perspective. Being part of a research guild is fruitful in terms of networking and outcomes. Continue Reading