In nowadays almost every person in the world is playing game
every day. ‘We have games you can play on your personal computer, your console,
your handheld device…not to mention the games we still play on fields or on
courts’ (McGonigal, 2011: 20). But what exactly a game is? Do we only play a
game using different devices, cards and boards or play it on fields? Do we
really know that we are playing a game?
Jane McGonigal gives us an idea that the game can be called a
game only when it meets 4 defining traits; and all at once. ‘All games share
four defining traits: a goal, rules, a feedback system, and voluntary
participation’ (McGonigal, 2011: 21). To see how these 4 traits are fundamental
let’s take snooker for instance. While we are playing, we are playing of one's
own free will, accepting all the rules, knowing our goals and getting feedback
through a score card. We are doing it instead of taking all of the snooker
balls and dropping each of them to the pockets using our hands.
Seemingly the
definition of McGonigal may seem really easy and fully acceptable, however
after careful consideration and analysis it becomes more complex. We may think
that even our everyday duties can become a game even without knowing about it. For
instance our degree is a game. We have a goal to successful finish it. We have
rules that are the assignments and exams that we have to pass. We are doing it voluntarily
and we getting feedback from our lecturers. However game to be exactly the game
has to be interactive. ‘From war simulations to Bullletin Board System style
chess to 3D computer games, digital technology has been inherently bound with
interactivity and diversion’ (Flanagan, 2009: 226). If we will switch off a
video game or just leave a room we would not be able to accept the rule, to
gain a goal and received feedbacks. That all is only possible via our
interaction using mouse, keyboard, controller or touch screen.
Jane McGonigal in the book ‘Reality is Broken’ give as a
clear idea what really is a game and proved that we sometimes didn’t know that
we are playing a game. However on the other hand she suggests that the game can
only exist with human interaction what absolutely change our ideas that forms
final definition of a game.
Bibliography:
McGonigal, J., (2011). Reality is Broken: Why Games make Us
Better and How They Can Change the World, Penguin Press HC.
Flanagan, M. (2009).
Critical Play: Radical Game Design. The MIT Press
No comments:
Post a Comment
This is a class blog for students enrolled on the History and Analysis of New Media Module at The University of Ulster. Please keep comments constructive to help students progress with the given text