Sunday 25 February 2007

Homo Ludens

Playing and gaming are a fundamental part of our culture. When referring to video games writers such as Huizinga emphasise how such activities are 'essential to civilised society' (Poole 2000), as they are able to act as a pleasurable activity where play is exercised within fictional boundaries of time, space and rules. This concept can be refereed to as the magic circle, where unlike reality a gamer can choose to discipline themselves with rules and regulations. If relaxation is the objective during play then a gamer can simply select a game which has no rigid boundaries allowing the gamer to escape the stresses of everyday life.

This distinction between levels of control can relate to Huizinga's play categorize which include 'Ludus' and 'paidia'. Both at opposite ends of the spectrum they reflect the different 'dimensions of formality' that directs the play experience (Rulter and Bryce 2006: pg 80). Paidia for example can be described as such play which is categorized by a 'lack of rituals and rules' (Rulter and Bryce 2006: pg 80). In this sense a game can have no official objective as long as it satisfies the need of the gamer (ie to entertain). 'The Sims' is an example of such a game, where by allowing the gamer free will there is no sense of competitiveness. It is up to the player to find success through their own desired goals which they may manifest during the game.

Ludus in contrast is demonstrated by 'formal competition' (Rulter and Bryce 2006: pg 80), and is categorized by rule based play. The video game 'Fired Up' is an elicit example, where the primary objective for the player is to kill all other machines in sight. Unlike Sims, time restrictions call upon a competitive gamer, where it is only the quick and aggressive who will survive in this game!

Ultimately, this magic circle is always entered while playing a game. The boundaries regarding time, space and rules are simply conditioned to the type of game which is selected.

.Poole,S. (2000) 'Trigger Happy', New York: Arcade Publishing
.(Rulter, J. and Bryce, J. (2006) 'Understanding Digital Games', London: SAGE Publications LTD)

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