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Wednesday 13 November 2013

McGonigal's Analysis of Game Culture

Games  have been a crucial aspect of our culture for millenia, and its analysis is significant in relation to how we understand new media. In modern society, games have become more universally accessible and varied. "You have games you can play on your personal computer, your console, your hand-held device, and your mobile phone- not to mention the games we still play on fields or on courts." (McGonigal, 2011:20)  McGonigal argues that there are four main characteristics that define what a game actually is . These are a goal, a feedback system, a set of rules and voluntary participation. Anything else, although possibly important, is not defining. These characterises can be applied to any sort of gaming, from golf to gameboys. 

Essentially, philosopher Bernard Suits argues that, "Playing a game is the voluntary attempt to overcome unnecessary obstacles." (Suits, 2005:54)  McGonigal demonstrates how this simple statement explains everything that is enjoyable about gaming. One of these enjoyable elements can be the impossibility of winning. Although it may sound bizarre at first, incredibly popular games like Tetris have used this format, whereby the player is, "playing to the very edge of [their] skill level, always on the brink of falling off." (McGonigal, 2011:24) The player becomes engaged in a "flow," whereby quitting or winning are equally unsatisfying. This is due to the feedback system that games such as Tetris employ. 

McGonigal asks why so many people are prepared to volunteer, collectively, 3 billion hours a week to tackle the unnecessary problems that games provide us. Psychologist Brian Sutton-Smith reveals that opposed to "work," depression is in actuality the opposite of "play." McGonigal even goes as far to debate that playing and working are very similar concepts. We work just as hard to complete a game, as for example we would to complete mundane paperwork. The difference lies in the way that we accept each task. "Hard work is often something that we do because we have to do it... We resent that kind of work." (McGonigal, 2011: 29) This is in direct contrast to when we voluntarily challenge ourselves to tackle a game. The game industry today is fulfilling our need for better hard work, and helps us to choose the right work at the right time. "When we do hard work that we care about, we are priming our minds for happiness." (McGonigal, 2011:29) Games are now offering a diverse range of work. There is high-stake work, busywork, mental work, physical work and teamwork. These types of work create a sense of positive stress, or "eustress" within the gamers mind, stimulating confidence and optimism. 



BIBLIOGRAPHY:
McGonigal J | Reality if Broken | 2011 | The Penguin Press
Suits B | The Grasshopper: Life, Games and Utopia | 2005 | Broadview 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