Wednesday, May 27, 2015

Traits of a Game

Chapter 1 of Jane McGonigal's book, Reality is Broken

  1. Jane McGoningal shares an idea that often goes unsaid. There are negative stereotypes that accompany games and gamers. Phrases like "Don't play games with me!", "Do you think this is a game?" and even just the word "player" have negative connotations in our world today. McGonigal is frustrated, as she does not think these stereotypes and negative phrases represent what games are truly all about.
  2. McGonigal mentions four different defining traits of a game. Whether the game needs a controller, joystick, cards, or a ball, these traits hold true. 5-second games, 24-hour games, single player games, massively multiplayer games, and everything in between fit in this category. These traits are constant even after you strip away all the enhancements and extras to games.
  3. The first defining trait is that the game must have a goal. When there is a focused purpose, people feel like they are involved in something worthy and important. They have a sense of purpose which guides them.
  4. The second defining trait of a game is its rules. Rules are important in many situations, but especially in games. Rules place limitations on players. However, these limiatations are often welcomed with gamers. For example, golf has a goal: to get the ball in the hole, but there are also rules. It would be no fun if players just dropped the ball in the hole. Instead, they must use a variety of clubs and hit the ball from a long distance. The rules make the game more fulfilling to the players and ultimately unleash creativity and foster strategic thinking in players.
  5. The third defining trait is a feedback system. As humans, we are wired to desire instant feedback. We need to be told what we are doing right and how we are actually making a difference. A feedback system is set up to show progress, score, points, or levels. Feedback provides motivation to keep playing the game.
  6. The last defining trait is voluntary participation. Everyone chooses to participate, play by the rules, engage in the hard work, and receive the feedback. This idea of choice is one of the most important ideas that McGonigal hits on. If we are given the choice to engage in the kind of hard work that best fits our skill sets, that has a meaningful purpose with clear steps, then we will find the work not only endurable, but pleasurable. 
  7. According to Bernard Suits, a game is essentially "the voluntary attempt to overcome unnecessary obstacles." This seems quite bizarre. Why would people willing choose to put obstacles in their way of a goal? The fact is, often reality is too easy. Games challenge us with obstacles that put our best strengths to use. We like this idea of being able to complete obstacles using our own strength. It makes us feel important and necessary.
  8. Games produce happiness and positive emotions. According to research, humans are happier when they are engaged in hard work that they enjoy than in just lying around, watching TV, are aimlessly surfing the net. These activities actually cause more restlessness than anything. When we are working hard, we are using our strengths and our own capabilities to make a difference, and this is invigorating! In games, hard work is completely customized to your ability level and preference, and with the feedback we receive, it is easy to see that what we are doing in the game is a part of a bigger goal.
  9. McGonigal mentions several different kinds of work which takes place. These include high-stakes work, busywork, mental work, physical work, discovery work, teamwork, and creative work. When we are engaged in the type of work that we enjoy most, we feel capable and unstoppable! Personally, when I am immersed in physical work and make achievements, it is one of the greatest feelings. Maybe I run my mile time faster than ever before or score a lot in my basketball game.  I also feel capable when I work creatively, like when I can write or draw or paint. 
  10. Although this is not one of the main four components, games also often produce fiero. More simply put, it is an emotional rush that we get when we experience an epic win. It is a rush that we experience when we overcome obstacles valiantly and are triumphant. This is the type of emotion that makes us feel unconquerable.

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