W01-04 Flashcards
What do Merriam-Webster and Cambridge Dictionary define games as?
Activities for amusement, competitive contests, tactics, or forms of artistic and strategic expression
These definitions also link ‘play’ to entertainment and non-serious activities.
According to Johan Huizinga (1950), what defines a game?
A free activity outside ordinary life, governed by rules, and inherently absorbing
Emphasizes separation from material gain and structured nature.
What are the key traits of games according to Roger Caillois (1961)?
- Voluntary
- Separate in time and space
- Governed by rules
- Uncertain in outcomes
- Unproductive
- Make-believe in nature
How does Bernard Suits (1978) define a game?
A voluntary attempt to overcome unnecessary obstacles
What four factors does Chris Crawford (1981) emphasize in games?
- Representation
- Interaction
- Conflict
- Safety
According to Katie Salen & Eric Zimmerman (2003), what do games involve?
Systems where players engage in artificial conflict, shaped by rules, yielding quantifiable outcomes
How does Sid Meier define games?
A series of interesting decisions
What does Jesper Juul frame games as?
Rule-based systems with variable outcomes, effort exerted by players, and emotional attachment to results
What key elements are common across definitions of games?
- Rules
- Goals and outcomes
- Player effort and engagement
- Negotiable consequences
- Conflict and interaction
What is the relationship between fun and play in games?
Induces curiosity and pleasure, often incorporating these elements
How do games differ from puzzles, toys, and stories?
- Puzzles: static
- Toys: interactive without goals
- Stories: linear, unlike games’ nonlinear nature
What is the definition of play according to Huizinga and Sellers?
A voluntary, free activity separate from ordinary life, often with no material interest or external necessity
What are the types of play identified?
- Competition (Agon)
- Chance (Alea)
- Role-playing (Mimicry)
- Altered perception (Ilinx)
What are puzzle games characterized by?
Focus on patterns and rewards but may lack the complex problem-solving of traditional puzzles
What aspects contribute to fun in games?
- Mastering challenges
- Aesthetic appreciation
- Physical stimuli
- Problem-solving satisfaction
What are the important evaluation criteria for games?
- Aesthetics
- Morality
- Motivation
What is the ‘magic circle’ in gaming?
A special, separate space where gameplay occurs, allowing players to engage under agreed-upon rules
What does the ‘magic circle’ allow players to do?
Explore roles, narratives, and challenges without real-world consequences
What are the key questions surrounding games as art?
- Are games inherently artistic?
- How do play, rules, and interaction contribute to aesthetic experiences?
What is Koster’s definition
Fun comes from mastering challenges, invoking aesthetic appreciation, physical stimuli, or problem-solving satisfaction