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Wednesday 13 November 2013

Defining 'Game'

 
Although the majority of us have played or participated in numerous different games, not many of us consider the actual definition of the word 'Game'.

According to McGonigal, "Games come in more forms, platforms, and genres than at any other time in human history" (McGonigal: 2011: pg.20). Whether it is a card game, online game, board game or a games console, it is still a game, but the only thing making it different is the format which we play the game in. In this day and age, you can play board games such as monopoly and the popular card game 'Uno' online.

McGonigal argues that "all games share four defining traits: a goal, rules, a feedback system and voluntary participation" (McGonigal: 2011: pg.21) each trait system has a function.
  1. Goal: gives a "sense of purpose" to the player
  2. Rules: "place limitations" on the way the player can accomplish his goal, making the game more challenging
  3. Feedback system: indicates to the player "how close they are" to finally achieving their goal
  4. Voluntary participation: where "everyone accepts the goal, the rules and the feedback" (McGonigal: 2011: pg. 21)
According to McGonigal, regardless to the format of the game, it must share those four traits in any way for it to be a game. Bernard Suits, a great philosopher, according to McGonigal provides the best concluded definition of a game, "playing a game is the voluntary attempt to overcome unnecessary obstacles" (McGonigal: 2011: pg. 22)
 
"Many gamers would rather keep playing than win" (McGonigal: 2011: pg. 25)
 
In her book, McGonigal refers to several examples of games which support her theory amongst which was the 'addictive' game Tetris, which "awaits for you to fail" and one is "gauranteed to lose" but we continure playing the game because as we lose, we "feel the urge to climb back on" (McGonigal: 2011: pg. 24), attempting to beat our high score.
 
Another example that would support her theory is the Candy Crush Saga which became increasingly popular over the past 2 years, where there are different goals for each level and you are given tasks which become increasingly challenging as you go through the levels, and the moves you are allowed become limited, where in some cases causes the player to lose the level and becomes addictive in the sense that one feels the urge to pass the level and the next and so on.
 
References:
 
McGonigal, J. 2011 'Reality Is Broken: Why Games Make Us Better and How They Can Change The World' ,The Penguin Press

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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