On the definition and form of games
Defining games
As part of the introduction to digital game-based learning course I was keen to start by establishing some ground rules for the discussion. The cornerstone to these would be the definition of a 'game' (which would then give way to the definition of a digital game). The importance of definitions in any scientific endeavour cannot be underestimated. The quote I have used in the past makes the point eloquently:
“Controversial and unsystematic terms are the cause of serious problems in examinations of learning situations. Without a consistent vocabulary, it is difficult to relate investigated learning situations to each other and the results are confined to single cases. ” (Zürcher, 2010)
If this is the case, unless we define what a 'game' is we will be unable to have a coherent discussion. A good examples this is the fact that one of the threads discussed the 'game of life'.
Between gaming and playing
One of the first things that I ran into when thinking about the definition of games was the difference between the terms 'playing' and 'gaming'. For example, 'gamers' are individuals who spend considerable time playing video games and, in some cases, invest considerable amounts of money in the hardware used for this activity. On the other hand, children at schools have 'play time' (and we also have 'supervised play').
Looking at the dictionary definitions are helped a bit:
| play/plā/ Verb: Engage in activity for enjoyment and recreation rather than a serious or practical purpose. Noun: Activity engaged in for enjoyment and recreation, esp. by children. | game/gām/ Noun: A form of play or sport, esp. a competitive one played according to rules and decided by skill, strength, or luck. |
I find it interesting that the emphasis in 'play' is on enjoyment and recreation where as the emphasis in 'game' is on rules, skill, strength or luck. This to me defined a match more rigid and planned game and a much more flexible and open play. The competitive element mentioned in the definition of game indicates that they would typically be an objective, the attainment of which is defined by the rules. This raised a few questions for me – is there no objective in 'play', Can it not have a serious purpose? Can a 'game' not be enjoyed?
On the importance of games and play
Maria Montessori mentioned the importance of experiential play for preschool children – experiencing different materials, different objects and playing with every day objects such as opening and closing buttons and zippers. Greenfield mentions the importance placed by developmental psychologist Piaget on the development of motor skills.
The form of games
Surprisingly something that these definitions tied very nicely into was the manner in which Zürcher tackles the definition of formal and informal learning; This, from the very same article I used to explain why a definition is needed in the first place.
It then struck me that a clear distinct line can be drawn between the different forms of learning Zürcher deals with and the two definitions that I have been struggling with:
Play – informal learning
Game – formal learning
Children playing with zippers and buttons in a Montessori preschool do not have an objective they need to achieve and are not abiding by any rules – they are learning from experience. In a similar manners city design students using Sim City can understand how different variables interact in a city environment. Rules can be used to transform play into game (so a game can be built with Lego bricks etc). Zürcher defines the relationship between formal and informal as a scope rather than two opposites and so is the case between play and game.
My general feeling is that play can be used where there is less need for testing and monitoring and games when there is greater need to monitor skill and improvement (its easier to watch a learner vocabulary grow as their scrabble score improves but harder to understand how much better their imagination has improved form playing with lego).
The final question for me is – can we use the notion of formality to decide between gaming and playing? And can we go further and use it to design the actual activity...? That's a whole other post.
References
Zürcher, Reinhard (2010). 'Teaching-learning processes between informality and formalization', the encyclopaedia of informal education. [www.infed.org/informal_education/informality_and_formalization.htm. Accessed: 20/1/2012
Greenfield, Patricia M. (1984). 'Mind and media : the effects of television, video games, and computers'. Chapter 7 pp. 86-114, Fontana Paperback, London
Google definitions, accessed 23/1/2012