Showing posts with label Fun. Show all posts
Showing posts with label Fun. Show all posts

Wednesday, January 27, 2010

Video Games versus Porn

I came across an interesting article in my Google Alerts for World of Warcraft that says World of Warcraft is one of the five top reasons for a decline in the fortunes of the porn industry. Actually, the linked article links to another article but both are worth a look. The original article gives the "Top 5 reasons why it is harder than ever before to make a living selling porn" and reason number 4 is Online Gaming. Specifically it says "One of the strangest challenges porn faces is competition from online games like World of Warcraft". If you are sensitive to crude language, you may wish to just take my word for what the articles say. Nonetheless, the notion that online video games could threaten the porn industry economically while any number of other advocacy groups have failed to do so socially or legally is a thought provoking idea. Why is this the case?

First, I should say that this may not be the case or it may be. We just don't know. It is a claim made in an online newspaper. It is the opinion of a person who is involved in the industry. It is not a well know industry analyst with a reputation for accuracy in his reporting. And it does not cite numbers from a credible source. I do not mean to diminish the credibility of the source in any way. Nor do I wish to diminish the veracity of the claim. I am merely saying that more evidence would be required before we simply accept this claim. Nonetheless, it is, at least, plausible. And if it is true it bears explaining.

From a research perspective, this raises many interesting questions. Do all kinds of video games threaten all kinds of porn? Or is it limited to specific genres? For example, it is hard to imagine that Free Cell has enough pull to keep prospective visitors off of adult sites. And it is hard to imagine that Wii tennis provides senior citizens with an alternative to prurient browsing. Are all kinds of porn affected equally? I am not familiar enough with porn to discuss the genres and probably would not admit it if I were. But, you can see, intellectually, how the impact may be uneven. Are certain demographics more likely to be affected by the lure of video games? This seems likely as the demographic of males under 25 seems to be an important market for both industries.

Once we figure out who and what are affected, the next question is - why? Massively Multi-player Online Role Playing games such as World of Warcraft can be seen as Flow experiences as discussed earlier in this blog. But, they are also social experiences, learning experiences, and, for some, economically or professionally beneficial. Which of these or what combination of these draws the audience away from alternatives?

These are not frivolous questions. If video games can lure players away from porn, they can lure them away from school, work, family, and social engagements just to name a few. It may also be able to lure them away from anti-social activities such as gangs, petty crime, violence or just hanging out. Yes, this gives us much to think about.

Wednesday, September 30, 2009

Flow

Mihaly Csikszentmihalyi (don't even try to pronounce it) has brought these ideas together in a coherent model of optimal experience which he calls Flow. Flow is the experience that one has when engaging in an actvitiy that produces happiness in the moment and enduring happiness. A short introduction to Flow can be found in the Flow article in Wikipedia.

I won't replicate the book or the article here, but will say that a Flow activity has clear and worthy goals, it is challenging but achievable, it provides feedback reflecting progress, it is intrinsically satisfying, and one tends to loose a sense of external things when pursuing a flow activity.

Flow activities take your mind off of what Russell called 'detractors' and allow you to engage in meaningful contributors. They also support Wittgenstein's requirement that you have a sense of purpose in that they contain clear and worthy goals. The notion that they are challenging but achievable while being intrinsically satisfying seems to support Aristotle's view of virtues.

Different activities might produce flow experiences in different people. Some people, for example, find that playing music is a flow experience. I, who am tone deaf, do not find it to be so. However, I do find other things to be flow experiences.

Bringing the conversation back to video games, it is easy to see why video games are so addicting. For many people, they are flow experiences. The have clear goals that are worthy in the mind of the players. More sophisticated games such as World of Warcraft actually have quite complicated goal structures with short and long term goals, conflicting goals, and both implicit and explicit goals. The goals are challenging but achievable. There is feedback in the form of leveling and the accumulation of resources and achievement awards. Players tend to find video games intrinsically satisfying. And they tend to loose a sense of external things when engaged in playing them.

People are often critical of video games for precisely this reason. They feel that gamers are much to involved in there games. However, I would turn it around and ask why are the other activities in life so much less compelling. Why are work and education more like video games? Is work, somehow, supposed to be unpleasant? Is education inherently difficult. What if work and education could be designed using the same principles as video games? Instead of being disdainful and suspicious, maybe there is something here that we can take advantage of.

Wednesday, June 10, 2009

Serious Play

I am not ready to say categorically that all play develops skills which historically have had survival value. For example, one may play to reduce stress or overcome boredom. In this case the play may only have distraction value. At the same time, I am not willing to go out on a limb and say that there are instances of play that do not develop skills that historically have had survival value. Instead, I am going to step around this problem by defining 'serious play' as those instances of play that develop such skills. It may be that all play is serious. Or it may turn out that there are instances of play that are not serious. But, I am trying to get to the core of the concept of games here, not play. So I need the idea of serious play.

It should also be pointed out that serious play is inherently satisfying. Nature, or perhaps evolution, has provided us with a reward for rehearing these skills and that reward is a pleasant feeling that we refer to as fun. So, we practice these skills because the practice is an end in itself as far as the individual is concerned.

Bernard Suits points out that games have a goal of some kind and this goal can usually be accomplished much more efficiently if the rules of the game are not followed. For example, if the goal in poker is to acquire money, then one could acquire the money just as well by clubbing the opponent over the head and taking it. But the rules of poker do not allow that. In fact, at one point, Suits points out that a key characteristic of a game is the pursuit of a goal via inefficient means.

Why would somebody pursue a goal via inefficient means? The answer, I believe, is that the pursuit of the goal via inefficient means constitutes serious play. As serious play, it, in turn, produces fun; and, of course, skills that historically have had survival value.

Suits goes into much more detail regarding the concept of games and I would strongly urge anyone who is interested in this to give it a read. However, Suits is examining the landscape of games while I am trying to come of with a definition that will be useful in understanding the construction of games. So my purpose is not to come up with a definition that covers all current instances of games. Rather my purpose is to come up with a definition that allows us to create new instances and apply that constructive process to new applications.

So a tentative definition of a game might be that it consists of a goal which must be pursued according to a set of rules and that the pursuit of that goal according to that set of rules constitutes serious play.

Wednesday, May 27, 2009

Games, Play and Fun

It seems pretty obvious to say that we play games because they are fun. This however, introduces two related concepts that are associate with games but not games. We play games but games are not the only form of play. Kids play make believe, or dress up or cops and robbers. None of these are games as they do not have goals and rules. But they are played nonetheless. Not all games are 'played'. Professional sports, for example, are work. We may use the term play to describe the activity. But, it is work. Suit's definition of playing a game as a voluntary attempt to overcome unnecessary obstacles does not apply easily to professional sports. It is no longer voluntary when one is getting paid.

Making further distinctions, not all play is fun and fun can be derived from activities other than play. For example, an amusement park ride may be fun or meeting up with old friends my be fun, but neither could be considered play. Looking at it from the other perspective, a game may cease to be fun if one is loosing badly.

I am making these distinctions because play, games, and fun are often linked in much of the literature that I have read thus far. Clearly they are related concepts but they are not the same thing. Both play and fun deserve closer scrutiny but are distractions at the moment. So, I am going to set them aside definitionally and hopefully get back to them later.

It seems that play is some sort of a rehearsal activity. We pursue thing in a non serious way so that we can develop necessary skills for serious situations. Games are a very structured form of rehearsal but not all rehearsals are structured. Puppies fighting is a good example of play that is not a game. Further, it seems that fun is the reward for rehearsing. The reward of fun can be achieved through other means such as spending time with old friends. But the reward of fun makes play and hence games inherently satisfying.

There is a great deal more to both fun and play than I have time to get into at the moment. But, I needed to set them aside because they occur so frequently with the concept of games.