@sicart play matters-chapt1
DESCRIPTION
Miguel SicartTRANSCRIPT
PlayM
atters
Playful
Th
ink
ing
Mig
uel
Sicart
jesperjuul,
Ceoffrey
Long,
andW
iuiamU
ricchio,editors
The
Artof Fuilure:A
uE
ssayon
thePaiti
ofPlayingV
ideoG
ames,
Jesper
Juul,2013
Unceitainly
inG
ames,
Greg
Costik
yan
,2013
PlayM
uiters,M
iguelS
icart,2014
The
MIT
Press
Cam
bridge,M
assachusetts
London,
England
1Play
15
ieII—
S:
Think
aboutplay,
and
what
itm
eansto
you.
What
comes
tom
md?
Apastim
e?G
ames?
Chlld
hood
activi
ties?T
heopposite
ofvork
?A
sourcefor
leaming?
What
you’d
ratherbe
doingnow
?
Think
again:H
owm
uchdo
youknow
aboutplay?
Let’s
startw
ittia
simple
exercise.L
istyour
dailyactivities,
thetasks
that
structureyour
day,from
work
toleisure
tothose
thin
gs
youhave
todo
that
areneither,
yetyou
haveto
dothem
.
How
doyou
dothese
tasks?1fyou
arehap
py
andw
ellrested,
youm
ayapproach
yourday
ina
playfulw
ay,enjoying
what
you
do.H
appinessm
aygive
youtim
eto
pLay,to
livein
adifferent
way.
The
temptatio
nof
enjoyingand
livinglife
thro
ugh
play,of
havingfun,
isalw
ayspresent.
To
playis
tobe
inth
ew
orld.P
layingis
aform
ofu
nd
erstand
ingw
hatsurrounds
usand
who
we
are,and
aw
ayof
engaging
with
others.Play
isa
mode
ofbeing
hum
an.
We
livein
excitingtim
es.Y
oum
ight
haveen
countered
the
argum
ent
that
games
arenow
everywhere1;
that
intellectuals,
artists,policym
akers,and
institu
tions
aregam
esfor
seriousand
trivialpurposes.
You
mig
ht
havealso
readth
atgam
esw
illbe
“thedom
inan
tcultural
formof
the
XX
IC
entury.”2T
hereis
even
13
.
2C
hap
ter1
Play
Is3
talkam
onggam
edevelopers
ofthe
hventy-firstcen
tury
being“the
ludic[as
in,play-centric]
century.”31
disagree,to
acertain
extent.G
ames
don’tm
atter.L
ikein
theold
fable,w
eare
thefools
lookingat
thefinger
when
someone
poin
tsat
them
oon.G
ames
arethe
finger;play
isthe
moon.
What
istm
eis
that
playis
adom
inan
tw
ayof
expressionin
ourFirst
World
societies.W
eplay
games,
bu
talso
witli
toys,m
i
playgrounds,w
ithtechnologies
anddesign.
And
playis
no
tlust
theludic,
harmless,
encapsulated,an
dpositive
activityth
atp
hi
losophershave
described.4L
ikeany
oth
erform
ofbeing,
playcan
bedangerous;
itcan
behurting,
damaging,
antisocial,co
rrupting.
Playis
am
anifestatio
nof
hum
anity
,used
forexpressing
andbeing
inthe
world.
To
un
derstan
dw
hat
playis,
1propose
herea
portabletheory,
orrhetoric,
ofplay.
Insteadof
derivingan
un
derstan
din
gof
playfrom
aparticular
objector
activity,like
war,
ritual,or
games,
1see
playas
aportable
toolfor
being.It
isn
ot
tiedto
objectsb
ut
bro
ught
bypeople
toth
ecom
plexin
terrelations
with
andbetw
eenth
ings
that
formdaily
life.W
hypropose
atheory
ofplay
now?
Inour
culture,playfiulhas
become
apositive
word.
The
auth
or
ofth
e2011
biographyof
SteveJobs
usesplayfiulas
aw
ordof
praisefor
thedesign
ofA
pplecom
puters,originally
conceivedto
contrastw
ithdulI
corporatem
achines.5A
pple’s“playful”
designappropriated
cuesfrom
anu
nd
erstand
ing
ofplay
asa
personalexpression:
beauty,co
unter
culwral
politics,and
moral
values.T
hatis
thevalue
andplace
ofplay
inour
culture.
Despite
itsim
portance,w
eare
stilltrying
tou
nd
erstand
playw
ithm
odelsinherited
fromthe
past.O
urtheories
arem
ostlyderived
fromth
ew
orkof
Dutch
culwral
histo
rianJo
han
Huiz
inga,w
hofam
ouslycoined
theconcept
ofH
omo
Ludens.6
This
bonkis
no
tw
rittenin
thetrad
ition
ofH
uizinganplay,
un
der
stoodas
afair
contestth
atcreates
aseparate
world
with
rules
that
arenever
questio
ned
.T
henature
ofplay
1am
advocating
forhere
isdifferent
fromth
atof
Huizinga.
1am
no
tgoing
tooppose
playto
reality,to
work,
toriw
alor
sportsbecause
itexists
inall
ofthem
.It
isa
way
ofbeing
inth
e
world,
likelanguages,
thought,
faith,reason,
andm
yth.7
And
playis
no
tnecessarH
yfun.
Itis
pleasurable,but
theplea
suresit
createsare
not
always
submissive
toen
joym
ent,
hap
pi
ness,or
positivetraits.
Playcan
bepleasurable
when
ithurts,
offends,challenges
usand
teasesus,
and
evenw
henw
eare
not
playing.Let’s
no
ttalk
aboutplay
asfun
butas
pleasurable,open
ingus
toth
eim
mense
variationsof
pleasurein
thisw
orld.
Playcan
bedangerous
too:Mit
canbe
addictingand
destructive
andm
aylead
todifferent
typesof
harm—
physicalinjuries,
lost
friendships,em
otionalbreakdow
ns.Play
isa
dancebetw
eencre
ationand
destruction,behveen
creativityand
nihilism.
Playing
is
afragile,
tenseactivity,
proneto
breakdowns.
lndividualplay
isa
challengeto
oneself,to
keepon
playing.C
ollectiveplay
isa
bal
ancingact
ofegos
and
interests,of
purposesan
din
tentio
ns.
Play
isalw
ayson
the
vergeof
destruction,of
itselfan
dof
itsplayers,
andth
atis
preciselyw
hyit
matters.
Playis
am
ovem
ent
between
orderan
dchaos.9
Like
tragedy,it
fulfillsits
expressivepurpose
when
itm
anagesa
fragile,oscillating
balancebetw
eenboth
.
This
echoesthe
conceptof
darkplay,’°
exploringth
eboundaries
between
playan
dnot
play,betw
eenperform
anceand
secrecy.1’
Dark
play,w
ithits
poten
tialdangers
andexhilarating
resuits,is
ano
ther
example
ofth
enature
ofplay
asa
way
ofbeing
inthe
world—
adangerous
one.
Playis
carnivalesquetoo.’2
Play
appropriatesevents,
struc
Wres,
and
institu
tions
tom
ockth
eman
dtrivialize
them,
or
11—
le
4C
hapter1
PlayIs
5
make
them
deadlyserious.
The
carnivalof
the
Middle
Ages,
with
itscapacity
tosubvert
conven
tions
and
institu
tions
ina
suspensionof
time
andpow
er,13w
asa
symptom
offreedom
)3C
arnivalesqueplay
takescontrol
ofth
ew
orldan
dgives
itto
thepiayers
forth
emto
explore,challenge,
orsubvert.
Itexists;
itis
partof
thew
orldit
turnsupside
down.
Through
carnivalesqueplay,
we
expressourselves,
takingover
thew
orldto
laughat
itan
dm
akesense
ofit
too.
ThinL
aboutthe
famous
Tw
itterbot-n
ot-b
ot
Izorse_ebooks.’5Initially
aspam
bot,th
ena
pieceof
auto
matic
foundart?
andfinally
apiece
ofperform
anceart,
Horse_ebooks
isth
eperfect
example
ofcarnivalesque—
dangerousplay
andplayfulness
inthis
ageof
com
putin
gm
achinery.B
ytaking
overa
socialsitu
ation
and
technoLogy,
this(not)-bot-com
e-artpiece
playedw
ithour
expectations,broke
ourhearts,
andshow
edus
anew
way
ofseeing
thew
orldand
un
derstan
din
gourselves.
Horse_ebooks
was
appropriatedby
aperform
anceartist
toexplore
newhorizons
byim
perso
natin
ga
botin
Marina
Abram
ovic-inspireddura
tionalarts.
By
fakingbeing
abot,
theartist
JacobB
akkilateased
ourperception
ofT
witter
and
the
technologiesto
which
we
relinquishour
entertain
men
t.T
hesense
ofbetrayal
that
some
feItw
henH
orseebouks
was
revealedto
beh
um
ancan
beu
nd
erstood
onlyas
anexam
pleof
carnivalesquedark
playand
thew
aysin
which
itcan
painfullyenrich
ourlives.
This
isak
onot
atheory
ofplay
tiiro’aghgam
es.G
ames
don’tm
atterth
atm
uch.T
heyare
am
anifestation,a
formof
andfor
play,just
not
the
onlyone.
They
arethe
strongestform
,cu
ltur
allyand
economically
do
min
ant.
But
they
arepart
ofan
ecol
ogyof
playthingsand
playcontexts,
fromtoys
toplaygrounds,
frompolitical
actionto
aestheticperform
ance,th
rou
gh
which
playis
usedfor
expression.T
hisbook
exploresthis
ecology,from
con
ven
tion
alco
mputer
andboard
games
tosports,
activism,
criticalengineering,
interactio
ndesign,
toys,and
playgrounds.
Playis
theforce
that
tiesthese
culturalexpressions
togeth
erand
makes
them
matter.
1am
aware
ofboth
my
ambition
andthe
obviouslim
ita
tionsof
what
1can
do.M
me
isa
romantic
theory(or
rhetoric)of
play,based
onan
ideaof
creativityand
expressionth
athas
been
developedin
thehighly
postromantic
culturalen
viro
nm
ent
of
theearly
twenty-first
centu
ry.
1w
ritethis
theoryof
playas
a
reactionto
theinstrum
entalized,m
echanisticth
inkin
gon
play
cham
pio
ned
bypostm
odern
cultureindustries.
This
isa
theory
that
actsas
acalI
toplayful
arms,
aninvocation
ofplay
asa
strug
gleagainst
efficiency,seriousness,
and
technicaldeterm
inism)7
1f and
when
thisera
passes,m
ytheory
will
berendered
obso
lete.B
utright
now,
we
needto
thin
kabout
playm
attersand
reclaimplay
asa
way
ofexpression,
aw
ayof
engagingw
iththe
world—
notas
anactivity
ofco
nsu
mptio
nbut
asan
activityof
pro
ductio
n.
Like
literature,art,
song,an
ddance;
likepolitics
and
lovean
dm
ath,play
isa
way
ofengaging
and
expressingour
beingin
thew
orld.
Infact,
playis
aftn
dam
ental
partof
ourm
oralw
eil-being,of
the
health
yan
dm
atureand
complete
hum
anlife.
Through
play
we
experienceth
ew
orld,w
eco
nstru
ctIt
and
we
destroyit,
and
we
expLore
who
we
arean
dw
hatw
ecan
say.Play
freesus
from
moral
conven
tions
butm
akesth
emstil)
present,so
we
areaw
are
ofth
eirw
eight,presence,
andim
portance.
We
needplay
preciselybecause
we
needoccasional
freedom
anddistance
fromour
conven
tional
understan
din
gof
them
oral
fabricof
society.P
layis
importan
tbecause
we
needto
seevalues
and
practicethem
and
challengeth
emso
theybecom
em
ore
than
mindless
habits.
ii—
6C
hap
ter1
Play
Is7
We
playbecause
we
arehum
an,
andw
eneed
tou
nd
erstand
what
makes
ushu
man
)8n
ot
inan
evolutionaryor
cognitivew
aybut
ina
hum
anistic
way.
Play
isth
eforce
that
puilsus
together.It
isa
way
ofexplaining
thew
orld,others,
and
ourselves.P
layis
expressingourselves—
who
we
want
tobe,
orw
how
edon’t
want
tobe.
Play
isw
hatw
edo
when
we
areh
um
an.
Sow
hatis
play?
Fora
longtim
e,m
yday
hasbeen
stmctu
redaro
und
play.L
egobricks
andtoy
carsprecede
my
breakfast,as
Drop7
andSpellT
ower
lullm
eto
sleep;N
obyN
obyB
oyhelps
me
wait
bythe
printer,and
Desert
Bus
accompanies
me
inacadem
icm
eetings.M
ylife
takesplace
inth
etim
ebehveen
play.T
hisis
perhapsthe
reason1believe
that
playarticulates
time—
that
aday,
aw
eek,a
mo
nth
,and
ayear
arejust
arbitrarysegm
entsth
atw
euse
tokeep
trackof
the
times
we
play.
Let
me
foolishlytry
todefine
what
playis19
Play,like
anyoth
erhum
anactivity,
ishighly
resistantto
formalized
un
der
standing.S
ince1
will
failtoo
intrying
todefine
it,1
want
todo
sow
itha
minim
aldefin
ition
ofplay,
aware
ofits
own
fragiie
con
nectio
nw
itha
presenttim
e.2°Let’s
start,then,
byu
nd
er
standingw
hatplay
is.
Play
iscoiitexh:al.21
Ina
colloquialu
nd
erstandin
gof
play,th
atco
ntex
tof
playis
theform
allyb
ou
nd
spacedeterm
ined
byth
em
lesan
dthe
com
mu
nity
ofplay.
But
con
text
ism
oreco
mp
licated;
it’sa
messier
network
ofpeople,
rules,negotiations,
loca
tions,and
objects.Play
hap
pen
sin
atangled
world
ofpeople,
things,spaces,
and
cultures.
An
obviousexam
pleis
providedby
sports.T
helaw
sof
soc
cerdeterm
ine
thespace
inw
hichthe
game
shouldbe
officiallyplayed:
a“natural
orartificial”
surface,“according
tothe
mies
of
1
the
com
petitio
n”
(law1).
But
ifw
eare
tounderstan
dsem
ipro
fessionalsoccer,
theco
ntex
tshould
alsoinciude
the
stadiumor
trainin
ggrounds
opento
spectators,as
well
asth
elocation
of
the
groundsin
thelarger
urbanspace.
Itis
not
thesam
eto
play
pickupgam
esof
soccerin
poorneig
hborh
oods
asit
isin
more
afiluen
tones:
them
aterialityof
thegam
echanges,
and
sodo
the
interp
retations
ofth
em
iesand
eventhe
playsty
les.
Contex
tcom
prisesth
een
viro
nm
ent
inw
hichw
eplay,
the
technologiesw
ithw
hichw
eplay,
andth
epoten
tialco
mpan
ions
ofp
lay»
Contex
tis
thenetw
orkof
things,people,
and
places
neededfor
playto
takeplace.
Aplayground
isa
pureplay
con
text:a
separatedspace
devoidof
anyoth
erfu
nctio
nality
than
beinga
contex
tfor
playing.B
utit’s
alsotw
eth
atalm
ostany
spacecan
become
aplayground.
How
dow
eknow
that
aparticular
contex
tis
aco
ntex
tfor
play?O
ftenthere
arecues
embedded
inobjects
that
signalth
ata
space,th
ing,
orcollective
arethere
toplay.
Masks
anddisguises,
merry-go-rounds,
and
com
puter
controllersall
poin
tto
the
idea
that
playis
possiblein
that
context.Players
interp
retspaces
and
situationsas
poten
tiallyopen
toplay
when
they
perceivethose
cues•21
Artificially
createdobjects
orsituations,
then
,can
signalplay.
Playhappens
mostly
incontexts
designedfor
that
activity.25It
is
imp
ortan
tto
un
derstan
dth
atplay,
unlikeoth
erform
sof
expres
sion,can
bedesigned.26
Itis
not
designedexclusively
inthe
Bau
haus-inspiredtrad
ition
ofa
creatorw
hoshapes
anobject
fora
function,27but
ina
weaker
sense:designed
asm
ediatedby
thin
gs
createdto
facilitateth
eem
ergenceof
play.
This
isw
hyplay
and
computers
getalong
sow
ell.A
su
niv
er
salm
achines,com
putersneed
tohave
instm
ctions
designedfor
them
50th
eycan
executean
activity.S
imilarly,
playrequires
a
8C
hap
ter1
Play
Is9
certainelem
ent
ofdesign,
material
orco
ntex
tual
orboth
,so
we
knoww
ecan
play,or
we
canbe
playful.T
hisis
why
playthrives
inthe
ageof
com
putin
gm
achinery.
Aw
ayof
un
derstan
din
ghow
thesecontexts
aredesigned
isto
thin
kabout
rules.F
romthe
strictlyobserved
mies
ofpro
fessional
sportsto
thefluid
andunstable
mLes
ofchiidren’s
games,
playand
mIes
gotogetheL
28R
ulesare
theform
alin
stmm
ents
that
allowthe
creationand
sharedidentification
ofa
contex
tof
play.A
llcontexts
ofplay
havem
iesof
some
type.
Much
basbeen
written
onth
enature
ofm
ies,and
Itis
notm
yin
tentio
nhere
toexplain
ordebate
what
rulesare.
Playis
derived,m
ediated,and
situatedby
theuse
ofm
ies.A
mle
deter
mines
where
we
play,w
henw
estop
playing,an
dw
hen
we
canreenter
the
playcontext.
Am
leis
written
ona
pieceof
paperor
inseveral
linesof
code,u
ph
eldby
areferee
ora
pieceof
circuitryor
agroup
offriends,
oreven
histo
iyand
spaces,like
housem
ies.R
uLesare
facilitatorsth
atcreate
aco
ntex
tof
play,fram
esw
ithin
which
playtakes
place.29H
owever,
mLes
areonly
oneele
ment
ofthe
contex
tof
pla
,and
notth
em
ostim
portan
t.T
heyare
necessarybut
notsufficient
forplay
toexist:
playersand
acertain
will
toplay
areneeded
toengage
inplay.3°
More
impor
tant,rules
arenot
sacred.3’T
heyare
nodesin
thecom
plexnet
work
ofthe
contex
tof
play,servants
tothe
actionof
playing.R
ulesare
ano
ther
propth
atcan
betargeted
bythe
transfo
rma
tivecapacities
ofplay.32
Traditionally
mies
havebeen
seenas
theonly
imm
utableeL
em
ent
ofplay.
1fmies
were
broken,play
would
finishand
whoever
brokethe
mies
would
bem
orallyguiity.33
More
modern
takeson
playsee
them
iesas
more
flexibleand
interpretive.34D
iscussingan
din
terpretin
gm
iesis
acm
cialpart
ofth
eplay
activity.T
hisnegotiation
consolidatesthe
con
text
ofplay.
Akey
ingred
ient
of
playingis
thin
kin
g,
man
ipulatin
g,
changing,and
adaptingm
ies.R
ules,sen’ant
tothe
context,evolve
while
we
playto
addressthe
necessitiesof
particularplay
situations.
Play
isalso
anactivity
intension
between
creationand
destmction.35
Playis
always
dangerous,dabbling
with
risks,cre
ating
and
destroying,and
keepinga
carefulbalance
between
both
.Play
isbetw
eenthe
rationalpleasures
oforder
and
creationan
dthe
sweeping
euphoriaof
destm
ction
and
rebirth,behveen
theA
poilonianand
the
Dionysiac.36
ForN
ietzsche,tragedy
summ
edup
two
collidingtensions
in
Greek
culture:th
eculture
oforder
andthe
cultureof
dm
nken
disorder,the
artof
scuiptureand
theart
ofm
usic.W
hileart
istsm
ovedbetw
eenboth
,the
genreof
theG
reektragedy
effectively
merged
bo
th.
The
orderan
dsobriety
ofth
eA
pollonianw
astensely
opposedby
the
embodied,
passionate,irrational,
and
irreverentD
ionysiacarL37
The
ApoL
lonianan
dD
ionysiactendencies
explainhow
play
ersnavigate
theco
ntex
tof
play.W
henpiaying,
we
stmggle
to
make
senseof
the
world
byconstm
cfingour
actionsw
ithina
context.T
hatstm
ggleis
notonly
with
theobstacles
andneeds
that
playim
poseson
us,but
alsow
iththe
perm
anen
ttem
pta
tionsth
athap
pen
inplay:
thetem
ptatio
nof
breakingth
econ
text,brealdng
them
ies,co
rmptin
gplay.
or,on
theopposite
side,letting
goof
allthe
eiements
ofrationality
and
stwctu
rean
dle
tting
ourseivesloose
inthe
into
xicatin
gpleasures
ofplay.
Lego
providesan
example
ofthis
tension.W
henbuilding
som
ethin
gw
ithout
following
anypians
orin
stmctio
ns,
1so
me
times
feelthe
temptatio
nto
buildthe
tallestpossible
stmcture,
lustto
seeit
fail.1
pilepieces
ontop
ofpieces,
inprecarious
bal
ance,just
toreach
thehighest
possiblepoin
t.1
then
lookat
my
oeuvreand
push
It.The
pleasureof
thew
astedtim
e,of
the
pieces
L.
10C
hap
ter1
Play
Is11
scatteringas
they
hit
thefloor,
isthe
pleasureof
destructiveplay—
theD
ionysiacen
din
gto
my
Apollonian
world
building.Play
isthis
strugglebebveen
orderand
chaos,behveen
thew
illto
createand
thew
illto
destroy.uPlay
asan
affirmation
ofhum
anity
occursbecause
we
haveto
striveto
balanceit—
totie
ourdem
onsand
make
them
coexistw
ithour
passionfor
order39w
ithout
fallingin
the
mindless
focusth
atlures
ustow
ardstm
ctured
play.4°W
eplay
bytaking
onlym
oderatelyseriously
theA
pollonianstrucw
resof
thegam
ean
dn
ot
lettingthe
into
xicat
ingdestruction
depriveus
ofth
evirtues
ofsu
bm
itting
toorder.
How
dow
ekeep
the
tensio
nbetw
eenthe
Apollonian
and
theD
ionysiacin
order?H
owdoes
playm
anageto
explorean
dexpress
with
ou
tspiraling
intoits
own
destmction?
Inclassic
theoriesof
play,the
answer
would
beth
atplaying
isa
pretense,requiring
aparticular
attitud
edecoupled
fromreality,
soit
would
always
bepossible
forparticipants
todisengage
with
theactiv
ity.41B
utplay
isno
tdetached
fromth
ew
orld;it
livesand
thrivesiii
thew
orld.So
howdo
we
playbetw
eenexcessive
orderand
compulsive
destruction?
Playm
anagesth
atbalance
hecauseit
isa
carnivalesqueactiv
ity.42T
hecarnival,
asR
ussianphilo
sopher
Mikhail
Bakhtin
describedIt,
isan
outco
me
ofthe
expressivecapacity
ofplay,13
managing
thecareful
relationsbetw
eencreation
anddestm
ction.N
Bakhtin’s
carnivalis
more
than
thetim
ein
which
thepow
erin
stitutio
ns
ofth
eM
iddieA
gesallow
theco
mm
on
peopleto
expressthem
selvesth
rou
gh
satireand
humor.45
The
carnivalforeshadow
sm
odernity—the
riseof
acritical,
self-aware
indiv
idual,
abody
with
am
md
no
tsub
jectto
institu
tions
determ
ined
froman
oth
erw
orld,but
fromrationality
itself.
Carnival
IetsIaughter,
no
tfun,
hap
pen
.B
ytem
porarilydis
missing
the
oppressiveforces
ofth
eestablishm
ent,lau
ghter
takesover
and
allows
fora
bodilyform
ofknow
ledgeth
atcreates
tmth
,and
it’sfree.
Laughter
requiresfreedom
,an
open
ing
fromthe
institu
tional
world,
butit
alsocreates
freedom.
Modernity
couldbe
aconsequence
oflaughter,
ofth
epossibility
ofex
pres
sionafforded
inth
ecarnival.47
Laughter,
criticalan
dhurtin
gan
denjoyable
and
deeplyem
bodied,m
akescarnivals
matter.
Laughter
and
thecarnival
giveus
anin
strum
ent
againstseri
ousness,restoring
the“am
bivalentw
holeness”th
atis
oppositethe
institu
tions
we
livein-38
Gam
esare
anexam
pleof
carni
valesquebehavior
that
leadsto
afestive
liberationin
searchfrom
freedom,
expression,and
tmth.49
Som
egam
es,like
B.U
.TT
ON
.,w
ithits
rowdy,
physicalperform
ativity,or
eventh
eearly
Grand
TheftA
utotitles
andits
fascinatingrenderings
ofpossible
worlds,
po
int
tothe
importan
ceof
carnivalesqueIaughter
inth
econ
structionand
experienceof
play.5°A
gain,the
resultis
not
fijnb
ut
laughter—pleasurable
but
risky,and
poten
tiallyharm
ful.P
layis
carnivaiesque.It
findsequilibrium
between
creationan
ddestm
ction
inthe
embodied
laughter.It
alsopresents
anum
ber
ofcharacteristics
that
embody
thiscarnivalesque
tensions.Plak’
isappropdaffi’e,
inth
atit
takesover
theco
ntex
tin
which
Itexists
andcan
no
tbe
totallypred
etermin
edby
suchcontext.
From
theco
ntex
tof
useof
atoy
toa
game,
froma
ritualto
aplayground,
contex
tbecom
esservant
tothe
activityof
play-ing.51
Tw
ophysical
games
canserve
asexam
ple:the
game
Ninja
isoften
playedin
publicspaces,
fromparking
lotsto
theco
rnm
on
areasof
schoolsand
dorms
(figure1J)u
The
mIes
ofN
mnja
aresim
ple:players
make
acircle,
stayingat
arm’s
length
fromeach
other.A
tth
eco
unt
ofthree,
playersm
akea
nin
japose,
paims
extended.T
hegoal
ofth
egam
eis
tohit
anyoth
erplayers’
openpaim
s,an
donly
the
paims.
1f you’rehit,
youhave
toleave
the
game.
The
game
contin
ues
untilonly
one
playeris
left.T
he
12C
hap
ter1
Play
Is13
catch?it’s
aturn-based
game,
andonly
onesw
iftm
oveof
attack
and
defenseis
allowed—
nostopping,
noflurry
ofgestures,
justone
move
toattack
orto
defendin
eachtu
rn.
Ninja
makes
play
erstake
overa
location,form
inga
circieth
atsoon
losesits
form
and
spreadsaround
thespace,
effectivelyco
nquerin
gIt.
But
Ninja
alsoappropriates
the
spacein
asociocultural
way:-w
hat
usedto
bea
parkinglot
becomes
abattiefield,
reclaiming
the
groundfor
pleasure.A
ndin
the
publicspace
ofa
schoolor
aw
orkplace,N
injacan
reclaimth
eim
portan
ceof
laughterto
sur
viveth
elong
daysof
work
andobligations.
Ninja
appropriates
the
spacesit
takesplace
bym
eansof
itsspraw
lingnature.
Am
oreaesthetically
orien
tedapproach
isprovided
byJohan
Sebastian
Jor:st,53also
aphysical
game,
inthis
caseau
gm
ented
thro
ugh
theuse
oftechnology:
Joustisa
nongrap
hics
videogam
ein
which
playershold
aP
laystationM
ovecontroller
intheir
hands.T
heplayers’
movem
ents
aredeten
nin
edby
thetem
poof
music:
1fit
isplayed
ata
hightem
po,players
canm
ovequickly,
andif
itis
playedat
aslow
tempo,
onlycareful
movem
ent
isallow
ed.T
ow
inJoust,
playersneed
toshake
anyo
ther
players’
controllersso
much
that
they
areelim
inated.T
hein
tensity
of
theshaking
ism
easuredby
thecontrollers’
accelerometers
and
relatedto
thetem
poof
the
music,
with
the
resultscalculated
bythe
computer.
Joustdoesnot
appropriatethe
contex
tby
thesheer
num
ber
ofplayers
butby
acareful
weaving
ofdifferent
aestheticcues.
The
PlayS
tationM
ovecontroller
that
playersw
ieldhas
aglow
ing
LEDth
atgives
playersin
form
ation
aboutth
estate
ofthe
game.
Figure
1.1
Ninja
takesover
ITU
niversity.(P
hoto
byFlickr
userJoaoR
amos.
CC
-By
NC
2.0.http
://ww
w.flick
r.com
/ph
oto
s/joao
ramo
s/56
214
65
81
4/sizes/o
/.)
1
e1—ed
14C
hap
ter1
Play
Is15
Joustis
alsoa
music
game,
50
ithas
tobe
heard,n
ot
justseen.
And
the
game
performs
likea
dance.S
eeingJozistbeing
playedis
likew
itnessingan
impro
mptu
dancew
ithm
agicalcandlelight,
reinterp
reting
mu
nd
ane
locationsof
playinto
performance
spaces,m
esmerizing
playersand
spectatorsin
achoreography
ofm
ovinglights
andplayftil
exhilaratio
n(hgure
The
playobject,
beIt
agam
eor
atoy,
isjust
aprop
forplay.
Regardless
ofall
thein
tentio
ns
andm
eaningsem
beddedin
thedesign
ofplay
ohjects,play
will
always
farceus
tocontexw
aLize
them
eanin
gof
thethings
involvedin
playing.Play
appropriatesthe
objectsit
usesto
come
into
existence.55Pia;’
isdisniptive
asa
consequenceof
beingappropriate.
When
ittakes
overth
eco
ntex
tin
which
playtake
place,it
breaksthe
stateof
affairs.T
hisis
oftend
on
efor
thesake
oflaughter,
for
enjo
ym
ent,
forpassing
pleasures.B
utlike
alloth
erpassing
plea
sures,play
canalso
disruptivelyreveal
ourconventions,
assum
p
tions,biases,
and
dislikes.In
dism
ptin
gthe
normal
stateof
affairsby
beingplayful,
we
cango
beyondfun
when
we
appro
priatea
contex
tw
iththe
inten
tion
ofplaying
with
andw
ithin
it.A
ndin
that
move,
we
revealth
ein
ner
workings
ofthe
contex
t
that
we
inhab
it.
Au
interesh
ng
example
ofthe
poten
tialdism
ptivenessof
play
isthe
activistperform
anceC
amoveL
56In
Cam
over,players
are
encouragedto
destroyC
clv
cameras
ina
specificurban
envi
ronm
ent
andare
awarded
poin
tsfor
doingso—
thepoin
tsare
made
availableand
visibleon
aw
ebsite.T
hispolitical
(andille
ga])action
usesgam
elikeelem
ents,such
aspoints
orth
ecreation
ofa
sharedplay
com
munity
that
evaluatesthe
players’perfo
r
mance,
toco
mm
unicate
apolitical
message.
Cam
overdism
pts
theurban
contextth
rough
violentand
dangerousplay,
engaging
with
thepolitical
situatio
nin
theurban
spacew
herethe
playis
takingplace.
As
anin
terven
tion
thro
ugh
play,C
amover
usesthe
appropriativenatu
reof
playto
make
aco
mm
entary
onsocial
andpolitical
actionsas
they
takeplace.
The
dismptive
natu
reof
playallow
sus
tounderstan
dthe
per
ilsof
playas
weLl.
By
disru
ptin
gthe
contex
tin
which
ittakes
place,play
isa
creative,expressive
force.B
utthis
forcehas
its
dangerstoo.
Dark
playis
anexploration
ofthe
wild
sideof
play
inw
hichplayers
decideto
engagein
anactivity,
likeC
amover,
toforce
anem
otio
nal
responsein
thosew
hodo
not
recognize
they
areactually
playing.57T
hedisruptiveness
ofplay
isused
to
shock,alarm
,an
dchallenge
conventions.58
The
disruptivenessof
playcan
beextended
tom
ored
ang
er
ousrealm
sto
o.
Playcan
dism
pt
ourm
entalbalance.
Itcan
beaddictive
thro
ug
hgam
bling,for
example,
buyinglottery
e1—0S:d
Figure
1.2
isJo
ust
seriousduelers.
(Photo
byB
ennettF
oddy.http
://ww
w.fo
ddy
.net.)
16C
hap
ter1
PaayIs
17
ticketsor
playingslot
machines
designedfor
temptin
gour
baseim
pulsesw
itha
calculatedchain
ofw
insan
dlosses.6°
The
dis
ruptivenessof
playm
eansth
atsom
etimes
it’sn
ot
thew
orldw
elook
atth
rough
thelens
ofplay
butan
abyss—the
pro
found
co
nfradictions
and
risksth
atour
fragilem
indsaccept
taking.1f
we
areonly
mildly
tempted,
we
become
spoilsports,cheaters;6’
ifw
eare
deeplyenthralled,
we
loseourselves
inplay.
Playis
disru
ptive,
andit
canbe
dangerousth
rough
itsdisruptiveness.
Play
isautotelic—
anactivity
with
itsow
ngoals
andpurposes,
with
itsow
nm
arkedduratio
nan
dspaces
and
itsow
nco
nditio
ns
forending.62
This
isa
com
mon
po
int
with
con
ven
tional
un
der
standingsof
play.63H
owever,
the
boundariesof
autotelicplay
arenot
formally
rigid;there
isno
dear
demarcation
bebveenthe
world
ofth
egam
eand
thew
orldat
large.64Play
isautotelic
inits
context,but
itis
alsonegotiated.
Itsautotelic
natu
reis
always
beingdiscussed
andnegotiated.
We
playby
neg
otiatin
gthe
pu
rposes
ofplay,
howfar
we
wan
tto
exten
dth
einfluences
ofthe
playactivity,
and
howm
uchw
eplay
forthe
purposeof
playingor
forthe
purposeof
personalexpression.
Play
hasa
purposeof
itsow
n,but
the
purposeis
no
tfixed.
Play
activitiescan
bedescribed
asdiachronically
orsy
nch
ron
icallyautotelic,
focusingon
howthe
purposeof
playevolved
tho
ug
hthe
playsession
orlooking
atw
hatparticular
purposea
particularin
stance
ofplay
hadin
aparticular
session.W
ecan
startplaying
with
apurpose
and
decideto
changeour
goalsm
idw
ay,either
aloneor
inneg
otiatio
nw
ithothers.
Playnegotiates
itsautotelic
goalsan
dpurposes
aspart
ofplaying.
Let’s
lookat
anexam
ple:th
epurpose
ofplaying
agam
elike
Vesper.5
that
allows
playersto
make
onlyone
move
aday.65
We
don’tplay
itfor
theaction
orfor
thew
ayit
entertain
sus.
Ves
per.5gives
usa
ritualth
atis
playtoo.
We
playit
toexplore,
to
learnab
out
ourselves,because
we
findit
interesting,because
it
hasm
eanin
gfor
usan
dw
elet
itin
ourlives
everyday:
onem
ove
andth
ena
hven
ty-fo
ur-h
our
wait.
This
exercisein
patience—a
game,
yes,in
which
we
playm
oreth
anjust
thegam
e—is
alsoa
com
pan
ion,
atim
edexcuse
forplaying
everyday.
Itspurpose
is
toexist,
tolet
usplay,
andthe
purposeof
playingw
ithit
isn
oth
ingelse
than
justplaying.
Playing
Vesper.5
isalso
neg
otiatin
g
why
andhow
we
playthis
game.
Play
iscreative,
inth
atit
affordsplayers
differentdegrees
of
expressionin
heren
tin
the
playactivity
itself.P
layingis
both
acceptingth
erules
ofth
egam
eand
performing
with
inth
em
accordingto
ourneeds,
personality,and
constitu
tion
ofa
play-
ingcom
munity.
Playis
the
actof
creativelyengaging
with
the
world,
with
technologies,contexts,
and
objects,from
games
to
toysand
playgrounds,exploring
them
thro
ugh
ludicin
terac
tion.
Playcreates
itsobjects
and
comm
unities.T
oplay
isto
make
aw
orld,th
rou
gh
objects,w
ithothers,
forothers,
and
for
us.It
isa
creativew
ayof
expression,shared
but
ultim
atelyper
sonal.P
laycreates
(itself)th
rough
objects,m
ies,players,
situa
tions,an
dspaces.
Agood
example
ofthis
typeof
expressionis
thedev
elopm
ent
oftactics
ingam
es.W
henplaying
agam
e,players
developta
c
tics,th
atis,
temporally
basedin
terpretatio
ns
ofthe
contex
tof
playsuited
forparticular
modes
ofin
teraction
toward
particular
goals;som
eof
them
may
bea
partof
the
game
andsom
eare
purelypersonal.
The
tacticsare
theon-the-fly
creativein
terpre
tation
ofa
game
thro
ug
hth
eactivity
ofplaying
it.
Finally,
playis
personal.E
venw
hen
we
playw
ithothers,
the
effectsof
playare
individual,attach
edto
ourow
nsen
timen
tal,
moral,
and
politicalm
emories.
Who
we
areis
alsow
hoplays,
thekind
ofperson
we
letlose
when
we
play.O
urm
emories
are
ieII—ICS:
18C
hap
ter1
com
po
sedof
these
instan
cesof
play,th
ev
ictories
and
defeats,but
alsoth
esh
aredm
oments.6
Play
isnot
isolated
inour
event
fullives;
in[act,
itis
astring
with
which
we
tieour
mem
oriesand
ourfriendships
together.Play
isa
traceof
thecharacter
that
definesus.
Playis
findingexpression;
Itis
lettingus
understan
dthe
world
and,through
that
understan
din
g,
challengingthe
establishm
ent,leading
forknow
ledge,and
creafingnew
tiesor
break
ingold
ones.B
utultim
atelyw
hateverw
edo
inplay
staysw
ithus.
Playis
asingularly
individualexperience—
shared,yes,
butm
eaningfulonly
inth
ew
ayit
scaffoldsan
individualexperience
ofthe
world.
Through
play,w
eare
inthe
world.68
Playis
likelanguage—
aw
ayof
beingin
the
world,
ofm
akingsense
ofit.64
Ittakes
placein
acontext
asa
balancebetw
eenere
ation
and
destm
ction
,betw
eenadherence
toa
stmctu
reand
the
pleasuresof
destmction.7°
Playing
isfreedom
.7’Play
isbeing
inthe
world,
thro
ug
hobjects,
toward
others.72W
eplay
not
toen
tertainourseL
vesor
tolearn
orbe
alienated:w
eplay
tobe,
and
playgives
us,th
rou
gh
itscharacteristics,
thep
ossib
iityof
heing.A
sS
artreput
it,“T
hedesire
toplay
isfu
nda
mentally
thedesire
tobe.”73
2P
layfulness
An
iPhone
isjust
arectangular
pieceof
metal,
glass,and
plastic;
am
achin
ew
ithfew
mo
vin
gparts,
Itdoes
no
th
int
atits
pote
n
tialfu
nctio
nalily
when
Itis
turn
edolf.
But
wh
enit’s
turn
ed
on,w
hen
software
appropriatesthe
hardware,’
aniP
honeis
a
machine
ofalm
ostlim
itlesscapabilities.
Itis
atiny
com
puter
equippedw
itha
web
browser,
am
usicand
videopiayer,
agam
ingconsole,
alever,
acalculator,
acam
era,an
dany
oth
erth
ing
that
Apple
allows
itto
be?
An
iPhone,
orany
othersm
artphone,
isth
eultim
atetoy:
anem
ptyshell
readyto
bem
odifiedby
the
power
ofsoftw
are.
The
caseof
smart
ph
ones
illustratesnot
onlythe
malleable
natureof
toysas
playthings,but
alsoth
ecapacity
forsom
e
ob!ectsto
affordplayfuL
behaviors.B
utw
hat
do1
mean
by“p
lay
fulness”?T
herelation
behveenplay
and
playfulness,m
oreth
an
justa
casualaffair,
isextrem
elyim
po
rtant
forunderstan
din
gthe
ecologyof
playan
dplaythings.
Man
yof
the
technolo
gies
that
sunound
usto
day
areso
me
wh
atin
vested
inlo
okin
glike
som
ethin
goth
erw
hat
they
areor
wh
atth
eycan
be.A
ph
one
doesnot
wan
tto
bea
phone
bu
ta
mu
ltimed
iaem
otio
nal
com
pan
ion.
Atelev
ision
wan
tsto
bem
ore
than
afireplace
sub
stitute:
Itaspires
tobeco
me
the
gran
dm
oth
er
‘1—Ie