Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

Friday, November 14, 2014

The Grasshopper: Games, Life and Utopia

The Grasshopper: Games, Life and Utopia is a philosophical investigation of games by Bernard Suits. It is a dense, and, at times, difficult read. So, it is more for the stout-hearted, philosophically inclined reader, than it is for the casual reader. Nonetheless, it does make some very important points. So, I will summarize it here, very briefly, and emphasize a couple of its most dramatic contributions.

The book is structured around a very different interpretation of Aesop's Fable The Grasshopper and the Ant. In the original Aesop's Fable the grasshopper plays when the weather is nice while the ant works putting food away for the winter. When winter comes, the ant has plenty of food but the foolhardy grasshopper has nothing because he played all summer. So, the ant survives while the grasshopper starves. In Suit's interpretation, the grasshopper argues that he is merely acting according to his nature and if he did differently he would no longer be the grasshopper.  This was a little difficult to follow and I probably should read it again and wrestle with the ideas a bit more. But, the re-interpretation is not relevant to this post. So, I will keep going.

Along the way in discussing the role of play and games, Suits makes two rather astonishing observations. First, he asks about a utopian world in which people had all their needs met what would people do with their time? He suggests that they would play games. This seems right, on the face of it, as games are entertaining and will fill time not being spent on surviving. He then goes on to suggest that because of this games are the highest good for people. That is, it is the thing they would do if they could do anything they wanted to do. This, then, leads to the observation I made in a previous post that games are the only activity that people do for its own sake. Thus, putting play on a par with happiness as a thing people pursue for no other reason than to achieve it.

The second rather astonishing contribution that Suits makes is that he provides a workable definition of games. You might recall how, in the previous post, Wittgenstein said that games defy definition. The concept of games, according to Wittgenstein is held together by Family Resemblances and there is nothing that all games have in common. However, Suits defines a game as a voluntary attempt to othercome unnecessary obstacles. That seems to be a pretty good definition and one has to ask why Wittgenstein got it wrong while Suits got it right.

The answer, I believe, is that Wittgenstein was looking for a definition based on attributes whereas Suits provided a teleological definition. That is to say that  Wittgenstein was looking for features common to all games whereas Suits defined games in terms of the purpose they serve in our lives. This might even be a part of a larger patterns as we progress from natural science to social science to sciences of the artificial. Categories in natural science tend to be defined by attributes. In social science we see more of a mixture of attribute and teleological definitions. In sciences of the artificial more categories are almost always teleological.

Wednesday, May 19, 2010

Internal Structure of a Game

I want to take a cut at the internal structure of a game to provide some vocabulary for discussing aspects of a game and to provide some distinctions between a game of some of the related phenomena.

First, a game must have a deciding factor. The deciding factor determines who, if anyone, has won the game. For example, in Chess, the deciding factor is having a King in Check. In football, it is the team with the most points. In golf, it is the person with the least points. There may or may not be constraints on the deciding factor. In football, for example, there is a time limit whereas in many games there is not.

Second, if the deciding factor is numeric, the game must have goals which are both complete units of activity and ways to accumulate points. So, scoring in football, getting a ball in a hole in golf, or exposing your winning hand in poker would be examples of goals.

On the way to achieving a goal there may be objectives the satisfaction of which helps you to achieve the goal but for which you do not get points. You may get credit for objectives in game statistics. But, the satisfaction of the objective does not contribute to the deciding factor.
Depending on the complexity of the game there may be subobjectives which are smaller problems that must be solved in order to achieve an objective.

There may be contratints on how goals or objectives are achieved.

And, to borrow a term from Suits, there is a 'lusory attitude'. The point of playing the game is the inherent satisfaction one achieves through playing a game. That is, the point of the game is the game itself. So, if one is playing professional poker to earn their livelihood, it would no longer be a game under this defintion. There is an element of practicing for real life that makes a game a game. As soon as it is no longer practice but actually is real life, it is no longer game.

Those are my thoughts for now. I may change some of this as I figure out more about it.

Wednesday, May 5, 2010

The Status Granting Social Environment

Games, due to their very nature, are fun to play. This was discussed earlier at some length. However, the inherent satisfaction that one derives from playing a game does not account fully for the energy and fervor with which some games are pursued. Different games are more or less popular in different time periods. Other games are more or less popular in different locations. One of the reasons (but not the only one) for this variation is that a game is embedded in a social environment which grants status to players. This status further amplifies the significance of the game goal and this, in turn, amplifies the game experience.

The social environment of a game includes the value placed on excelling at the game; competition between players and other motivators not immediately part of the game itself. For example, there is chess, there are chess tournaments, and there are world class matches. Winning a single game is one thing. Beating a Grand Master in a World Class Championship is quite another. Similarly, winning a football game in the field behind your house is one thing. Winning a professional game or even the Super Bowl is quite another. In both of these examples, the same game is being played. But the significance of the play is much larger in the later cases.

The Status Granting Social Environment for games is, presumably, not unlike other status granting social environments. That is, things other than games have status granting social environments. There are endless examples. In some social niches, there is status associated with money and power even though the acquisition of money and power could not be considered a game other than metaphorically. The community of wine lovers grants status for people with good taste in wine or people who find great vintages. The community of coin collectors grants status to those who find unusually rare coins. And so on.

The point here is the the Status Granting Social Environment of a Game must be separated from the game itself. The Superbowl, from the perspective of the game of football, is just another game. However, from the perspective of the Status Granting Social Environment, it is a huge deal.

Thursday, April 29, 2010

Some Distinctions

Before this all starts getting too far out of hand, I think I'd better start making some distinctions. An objective within a game and the game itself are not the same thing. A game and a game world are not the same thing. A virtual game world is different from a non virtual game world. A virtual (game) world can be entirely fantasy or have connections of some kind with the real world. And products, such as football jerseys that exist and have value because of the game, are not part of the game but are clearly dependent on it.

Let's take the first of these distinctions. I will use foot ball in these examples because more people are familiar with football than are familiar with, say, World of Warcraft. In football, there are any number of objectives within the game itself. An objective, in football, may be to advance the ball ten yards to get a first down or to prevent the other team from doing so. Another objective may be to score a touchdown. Clearly, the first of those is a a sub-objective to the second one. One could see the touchdown as a sub-objective to winning the game; winning the game as a sub-objective to making the play-offs; and making the play-offs as a sub-objective to winning the Superbowl. So analysis of objectives can get quite complicated. However, my unit of analysis is the game and I can't see (at least at the moment) how developing a structure for objectives within or beyond the game itself advances my understanding of games. It may advance my understanding of football, but not of games.

In football, we have a clear unit of analysis that we call 'the game'. At the risk of being simplistic, it is four fifteen minute play intervals at the end of which there is a score indicating a winner or a tie. I understand all that business about overtime, elapsed time and so on. But, as I said, we are not analyzing football here and I think most people understand what a 'game' of football entails.

In World of Warcraft this is not nearly as clear. Exactly what is 'the game' in WoW? This could get complicated; but I will keep chipping away at it.

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, January 20, 2010

Some Thoughts on Casual Play

I finished reading and reviewing the book on Casual Play that I mentioned last week. The author argues his point well that casual players outnumber hard core gamers and that this may represent a revolution of sorts in video game design. However, despite the increasing use of casual games, I don't think hard core games are going anywhere. That is to say that I think this segment of the industry will continue to thrive and continue to grow. At the same time I would also acknowledge that the casual segment may well thrive more and grow faster. I think a couple of analogies are in order to explain this.

The first analogy which I used in the review said that you cannot judge the audience for performing art simply by considering those who attend Broadway plays. There is also an audience for shows like Everybody Loves Raymond and while the later audience may not be as lofty as the former it dwarfs the former in terms of numbers and revenue generation. One end of the market is where the art is advanced. The other end of the market is where it is exploited. Both ends are important to a vital industry. So designers who serve the hard core audience will continue to advance the state of the art while casual game designers will continue to broaden the audience.

The second analog which I mentioned in the review but did not explore was the comparison between hard core gamers versus casual players on one hand and command line users versus those who prefer graphical user interfaces. There is still a use for command line interfaces and there is stil a hard core audience who prefers them. However, graphical user interfaces expands the audience and makes computers available to a large number of people who would never use them if they had to learn how to use the command line. I think this comparison is apt because, overwhelmingly, most potential video game players will not invest the time and intellectual energy required to play hard core games. They will, however, play games that are effortless to play and represent diversion and entertainment.

On one hand it is exciting to see the field of video games grow and expand and become more complex. However, from a research perspective, it becomes increasing more difficult to make any statements that are true for all video games. We may get back to Wittgenstein's family resemblances and see video games as collection of overlapping concepts that do not have any attributes in common across all categories.

Wednesday, November 18, 2009

World of Warcraft: The Teleology of Resource Acquisition

World of Warcraft isn't just a series of quests where you slay monsters. A large part of play is the acquisition of resources. This happens in a variety of ways. First, each time you slay a monster you get to 'loot the corpse'. This grizzly phrase really means nothing more than right clicking on the corpse and copying the items to your inventory. The items could be money, thngs that are useful to your character, or things that are not useful to your character but that you can sell back to a vendor.

You can recieve 'loot' in a variety of ways other than looting corpses. You can recieve items of value as a reward for completing a quest. Some items you 'find' as treasure. And you can trade items with other players. If you have multiple characters on the same server, you can mail items that one character does not need to another character who does need it.

Professions are another way to acquire resources. This can get quite complicated and I will just give a simple example so as not to get off on a tangent. Let's say your character is a tailor. You normally receive cloth for free from looting corpses. Instead of selling that cloth back to a vendor you can use that cloth to make bag. You can then sell that bag back to a vendor, auction it off at the auction house, use it yourself, give it or trade it to another player, or mail it to another one of your characters.

The resources that you acquire are either of value to your character such as better armor or better weapons, or they can be sold for money which in turn can be used to purchase things of value to your character. The acquisition of resources can be just as important as leveling. As your character increases in level, it needs better weapons and better armor in order to succeed against more difficult enemies.

Ostensibly, the player in World of Warcraft is attempting to level up by slaying monsters. However, there are numerous goals being pursued simultaneously. The player is also trying to acquire resources and advance in his or her profession. This complex goal structure often requires difficult decisions regard how to most effectively spend one's time. And, if it isn't complicated enough, there are also social goals that we will turn to next.

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 24, 2009

Games and the Ideal Life

Suits asserts that "in Utopia the only thing left to do would be to play games, so game playing turns out to be the whole of the ideal of existence." [pg.154] Most activities that we engage in, we engage in for the sake of something else. We work to earn money to eat. We form social structures for protection and survival. And so on. But, if we lived in a Utopian Society where all our needs were taken care of, the only activity we would engage in, according to Suits, is game playing. That is to say that game playing is the only activity that we pursue as an end in itself. I am not sure if it is, indeed, the only activity that we pursue as an end in it self. But, it does seem fair to say that is an activity that we view as an end in itself. And a reasonable question is - Why?

Aristotle claimed, as I mentioned before, that happiness is the only goal that we pursue as an end in itself. So, if game playing is the only activity that is an end in itself, is there a connection between happiness and game playing? Assume for a moment, (I will argue this point later) that one is happy if they have a high quality of life and unhappy if they have a low quality of life. Then do games contribute to our quality of life? If so, is this why playing games is an important element if not the very definition of the ideal life?

Next in our discussion of games, we will turn to happiness and qualify of life. We will attempt to understand the connection between game playing and quality of life. I will argue that game playing contributes in a significant and positive way to our quality of life and that is why we find game playing to be inherently satisfying. Further, we can use this insight to see how the nature of games can be applied to other activities such as work and education to make them more satisfying.

Wednesday, June 17, 2009

Reflecting and Refocusing

Many years ago, when I worked in a government office, there was sign that circulated which many people would pin to the walls of their cubicle. The sign began with an articulation of the ideal expectations for employee behavior and ended with the observation "but when you are up to your ass in alligators, it is easy to forget that your goal was to drain the swamp." This seems to have broader applicability as we get into any number of situations where dealing with the dynamics of the situation distracts us from the very reason that brought us into the situation.

As we explore the philosophical foundations of games and the various analytical and linguistic subtitles, we are vulnerable to the same phenomenon. So, let us pause for a moment to reflect on what we have done and where we would like to go with it.

We have defined the concept of a game. We have constructed a universal. Ideally, this universal includes all things that are games and no things that are not games. The Aristotelian approach of defining games did not work because games do not have attributes like rocks, plant and trees that were developed over years of evolution. We have taken a more Platonic approach in attempting to discover the essence of "gameness", not in the World of Forms but in the world of abstract ideas. Abstract ideas are ideal when they are intellectually economical.

We needn't worry about Hume and Wittgenstein because we are not trying to account for all conversational uses of the word "game". Bacon steered us away from that in his warning about Idols of the Marketplace. Our goal was to find a definition of games that reflected the essence of games not the variety of uses of the word. We did this because we want the particulars within our universal to be the 'same' thing. We want this because the extent to which they are the same the more we can learn about them. So, if we have to toss out some particulars as not really being games, this is the cost of gathering more knowledge about those that are games.

As we proceed with out analysis, we may wish to refine the definition. However, unlike the philosopher who would refine the definition to give it greater coverage, the researcher would refine the definition so that it works better for research purposes. That is, we would refine the definition if that refined definition would help us to learn more about the particulars contained in the universal.

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, June 3, 2009

Man the Rehearser

I think I may have tried to set aside the concepts of play and fun a little too quickly. Why is play fun? I think there is an important reason for this and this reason is also important in understanding games. Think back to the puppies playing on the floor. They are rehearsing skills that will become important when they are adults. The play fighting they engage in is preparation for real fighting later. Now, granted, they are probably not going to encounter any life threatening struggles with other animals on my living room rug. But nature selected animals int he past who were good fighters and evolution does not change course just because my living room is a safe environment.

Taking a step back from this we can see how animals who practiced important survival skills would be more likely to survive. Further, we can see that animals who derived pleasure from practicing survival skills would be more likely to practice them and hence more likely to survive. Taking this to its conclusion we can see how natural selection would favor animals who found play to be fun. This argument could stand a little fleshing out. But, the sketch, I believe, makes the point.

In the case of humans, the necessary survival skills would include not only survival skills like wrestling with siblings, but would also include cognitive skills such as planning, problem solving, strategizing, and coordinating. Early humans did not have the advantages of speed, power, claws, teeth or other weapons that other animals had. There advantage, or at least one of their advantages, was the cultivation and application of the above skills.

So, incorporating the argument from the previous paragraph, we can see how early humans who derived pleasure in practicing these skills would have a higher chance of survival. Over time the adaptation 'derives fun from play' would become a species characteristic.

There is probably some survival value in all things we do for fun. However, I am sticking to play. Play is fun because it allows us to enjoy the rehearsal of skills that historically have provided survival value. Not all play is games, but games represent a special kind of play; a special kind of rehearsal. Understanding games as a special kind of rehearsal helps us to understand the nature of games and that understanding can, in turn, be applied to other things we need to such as work and education. But, once again, I am getting ahead of myself. Next time I will look at games as a special kind of play; a special kind of rehearsal.

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.

Wednesday, May 20, 2009

Games, Goals and Rules

As we look more closely at the internal structure of a game we see that games have a goal of some kind and a collection of rules governing the behaviors that one can engage in to achieve the goal. So, for example, in a football game, the goal is to score more points than the opponnent by getting the ball into the end zone more times. (This is not to diminsih field goals and extra points. It is just to make the analysis simpler). In getting the ball into the end zone, the team must achieve this goal using prescribed means. If you were to drive a tank down the field or gun down all the members of the defensive line, getting into the end zone would be much easier. But football has rules which say that these tactics are not acceptable.

The goal has to be worthy and achievable. If the winner in football were defined as the first team to score 100,000 more touchdowns than its opponent, few people would engage in the game. But the goal of more points within a limited time frame seems reasonable.

The rules also have to be reasonable. They have to make achievement of the goal challenging and satisfying without making it frustrating. So, if one of the rules of football were that players had to have their feet tied together, nobody would wish to play it.

In addition, as you strive for the game goal according to the game rules, you get better at the game and the satisfaction of playing the game increases.

So, Suit's definition of a game as a "voluntary attempt to overcome unnecessary obstacles" might be slightly restated as an attempt to achieve a challenging and satisfying, but unecessary goal using challenging and satisfying but unecessary means. The goal here is not simply the game goal, but achieving the game goal using the means allowed in the game.

Next we will consider degrees of "gameness' looking at some quintessential examples, some borderline examples, and some bad examples.

Wednesday, May 13, 2009

Distinctions and Refinement

Suits' definition that playing a game is a "voluntary attempt to overcome unnecessary obstacles." seems like a pretty good one. It seems to capture the essence of what playing a game is all about. But we are far from done. For example, it appears that a game is an object of play but not the same thing as play. Can you play something that is not a game. Can a game be experienced through anything other than play. What is the difference between work and play? Can a game be work?

Taking this a step further we can ask - if a game is a "voluntary attempt to overcome unnecessary obstacles" how do those obstacles arise? Why would anybody attempt to overcome them? It seems that these obstacles arise from the fact that the game has a goal and a set of rules for achieving that goal. But there are lots of things that have goals and rules which are not games. For example, in your career, your goal may be to get to the top and one of the rules is that you can't just shoot everyone to get there. So, is your career a game?

And why would anyone engage in a game. Clearly, in your career plan, you are pursuing it for very tangible rewards - more pay, more prestige, a bigger office, whatever. And yet in the game it is merely the satisfaction of winning. Is there something inherently satisfying about playing a game that is a reward in and of itself. If we play games for their own sake while we always work for the sake of something else, doesn't that make playing games a superior activity?

The more questions we answer, the more questions arise. Sigh! This is the essence of the project of knowledge. We merely become more and more aware of how much we do not know. Socrates was referred to as the wisest man alive by the Oracle at Delphi. He responded by saying that his wisdom was derived from the fact that he realized how little he knew. But, don't reach for the hemlock yet. We will return to Suits in a little more depth and try to get a little more structure on our concept of a game.

Wednesday, May 6, 2009

The Grasshopper

In a delightful book entitled The Grasshopper: Games, Life and Utopia, Bernard Suits explores the concept of a game. This book is a stunning piece of work for three reasons. First, he achieves what Wittgenstein failed to do. He manages to define the concept of a game. Second, it is an excellent example of the process of concept analysis as the grasshopper attempts to define the concept of game and then defend it against challenges. Third, it provides some profound insights about both life and games.

On the first point, Wittgenstein not only failed to come up with an adequate definition of the concept of games, he proved (or thought he had proved) that such a definition was not possible. Yet Suits defines playing a game as a "voluntary attempt to overcome unnecessary obstacles." [pg. 55] This is not the formal definition and one would have to read the book to understand Suits' definition more fully. But, it does capture the essence of playing a game. How did Suits get this right where Wittgenstein got it wrong? I believe that the answer lies in the fact that Wittgenstein was looking for attributes - rules, players, strategies, and so forth. Suits' definition is teleological. It defines games in terms of the purpose they serve. Aristotle's final cause was the purpose for which a thing exists. And, according to Aristotle, you must understand the final cause in order to understand a thing. Sadly, teleology has fallen out of favor. And, yet, it is clear that you cannot define the concept of game without reference to the purpose for which they are played.

On the second point, Suits provides us with an excellent example of concept analysis, a technique that is often woefully missing from social science research and almost unheard of in business research. Using commonplace understandings of concepts in research is as destructive to good research as is replacing statistical analysis with 'gut feel' or replacing methodology with mere curiosity. This was, in fact, the essence of Bacon's Idols of the Marketplace. Bacon saw, way back in the 17th century, that using commonplace understandings of concepts was destructive to the project of science. And yet, today, we do it all the time. Sadly, there are far too few examples of good concept analysis and Suits provides us with an exemplar.

On the third point, games are one of the few activities that we pursue for their own sake. This means that they have intrinsic rather than instrumental value. Aristotle pointed out that happiness is the only goal we pursue for its own sake. Now, Suits is pointing out that playing games is an activity that we pursue for its own sake. Is there a connection between happiness, games and the ideal life? I think so, but it would be way too premature to suggest that. Let's see how things unfold.

Wednesday, April 29, 2009

Universals Crash and Burn

As we observed in the last post, John Locke attempted to update Aristotle's view of universals by saying that we select key attributes for defining categories based upon our objectives. So, we can look at games, decide what salient features they all have in common and define the concept of game based upon those features. It looks like the project might be gaining altitude again. But, instead it will take a nosedive.

David Hume would observe that we form categories based on a subconscious cognitive process that cannot be made explicit. That is, we go about our business in the world, experience games, and form a visceral concept of what a game is. Any attempt to explicitly define characteristics would be artificial and doomed to failure. The Supreme court justice who admitted that he could not define pornography but claimed - "I know it when I see it", was embodying Hume's view of universals.

If Hume steered the project into a nose dive, Wittgenstein let it crash and burn. According to him, the only thing the elements of some categories have in common is that they are members of the same category. He used a, now famous, analogy to family resemblances. If you go to a family reunion and look at the members of the family you will see common elements. Some will have the family eyes. Some will have the family nose or mouth. Some the family brow. And so on. There are overlapping features held by subsets of the family but no set of features common to all. For example, not everyone has the nose. Or not everyone has eyes. Universals, according to Wittgenstein, are made the same way. You cannot define a core set of attributes because there is no core set of attributes that all instances have in common. And the concept he used to illustrate this was - you guessed it - games!

Should we despair at this point and give up our attempt to define what constitutes a game? Should we despair that if this is true knowledge is not really possible? No, that would be a little overly dramatic. Instead we will back up and see where these great minds went wrong. We will go back to some road signs provided by Bacon and Aristotle and try to get back on the right path. And that will be the topic of the next post.

Wednesday, April 22, 2009

The Decline of Universals

Aristotle saw universals as constructs based in reality. A tree is a tree because it shares key attributes with other trees. Anybody can look at a tree and a squirrel and see that they are not the same thing. Initially this seems to solve the problem. But in the long run it only makes it worse. It answers the question - where do universals come from? - by saying that they are constructed based upon common attributes. However, it then leads to the question - where do attributes come from? If the squirrel happened to be brown, we could create a universal "brown things" to which the tree and the squirrel would belong. Aristotle might balk at this by citing that "brown" is not an essential attribute and universals should be formed based on common essential attributes. This sounds good and it seems like we are making progress. But, we are not. How do we know that an attribute is essential? Is an attribute essential because it is in the definition of kind? Or is an attribute in the definition of kind because it is essential? That whirring sound in the background is our cognitive wheels spinning in the philosophical mud.

Locke made some progress by saying that the creation of universals involves a cognitive process of abstraction whereby we we select attributes based on some set of objectives. I am going to jump in and help Locke out here by saying that our objective is usually intellectual economy. We create categories because they are efficient ways to organize our knowledge. Otherwise, we get into huge trouble with Locke. We get into trouble because it raises questions such as 1) how do we select objectives?, and 2) how do we know that a particular category is better than another category at meeting those objectives?

Locke has both helped and hindered the pursuit of universals. He has helped in that his claim is intuitively appealing. It does seem to be the case that we look at a collection of particulars and though some cognitive process extract a group based on similarities. In fact, it feels so built in that one has to wonder if it is just a function of the brain. He has hurt in that it has made our understanding even more unclear. How does this process work? Can it be made explicit? How are objectives defined? How are categories evaluated with respect to objectives?

All we were trying to do was to figure out what a game is? How did life get to be so complicated. Any six year old can tell you whether or not something is a game. And, yet, a philosophical adult has to admit defeat. Why is that? Well, David Hume will come to the rescue on this question and, in doing so, take a stab at the larger question. However, as we will see, Hume will jump into the muddied waters and stir up even more mud. Following that, Wittgenstein will show that once you are into muddied waters you can't get out. And that is what we will take up next.

Wednesday, April 15, 2009

Aristotle and the Notion of Purpose

A central element in Aristotle's metaphysics was the idea that in order to under stand a thing, you needed to understand four causes. This is a little confusing to the modern reader as the word 'cause' has taken on a slightly different meaning. However, if you think about it as 'important things to know' rather than causes, it makes a little more sense.

Aristotle believed that in order to understand a thing, you needed to understand its material cause (what is was made of), its efficient cause (how is got made), its formal cause (what it became), and its final cause (why it was made or what is was made for). Consider a table, for example. The material cause might be wood. It would be very different if it were made of ice, or putty, or sand. The efficient cause might be a craftsman, although it might also be a manufacturing process or a wood carving process. Each would produce a different result. The formal cause would, of course, be a table. However, the wood could have been used to make a boat, or a chair or any number of other things. Finally, no pun intended, we have the final cause, the purpose of table. A table is made to put things on. It could have been made for shade or protection. But the fact that it was made to place things on is an important aspect of a table.

This notion of final causes is central to Aristotle's view of of the world which we call teleological. This comes from two ancient Greek words 'telos' (far off or end state) and 'logos' (rigorous understanding). When we say that we have a teleological understanding of a thing we are saying that we understand it in terms of its purpose.

Teleology was tossed out of physics by Galileo who said that you can understand astronomy without having to resort to any underlying purpose in the universe. This is probably true. But, teleology stayed out of other sciences as well, probably due to physics envy. And there are numerous places where it would be appropriate. For example, when you say that a turtle has a hard shell for protection, it is a teleological claim. Natural sciences other than physics and chemistry are filled with teleological claims.

Taking this a step further, from natural science to social science, you have to ask whether or not it is possible to understand social science at all without referring to purposes. Certainly you cannot understand games without reference to their purpose. This is why Wittgenstein failed and Suit succeeded. But, again, we are getting ahead of ourselves. Next time we will follow the evolution of Aristotle's concept of universals and see why it ends in a train wreck.

Wednesday, April 8, 2009

Aristotle Points the Way to Destruction

Aristotle's view of universals was quite different from Plato's. Instead of relying on an immaterial World of the Forms, the ever practical Aristotle said that universals are formed simply by grouping things with the same attributes. Initially this seems to solve the problem of universals. Categories may not exist in the world, but things and their attributes do. So, if we just create categories from things with common attributes we are out of the woods as far as the problem of universals goes. Or, so it may seem.

If we try to define the attributes that all games have in common we begin to see how naive this position really is. In fact, Locke, Hume and Wittgenstein will carry this perspective to the point where it seems like knowledge is impossible. And Wittgenstein will use the case of game in particular to show this. Aristotle's approach seems to work pretty well on natural objects like plants and animals. And this makes sense, when you think about it, because, presumably, these things evolved from common ancestors by developing new attributes that distinguished them. Organizing them into categories and even taxonomies is largely an exercise in mapping out their evolutionary changes.

But, not all categories involve natural objects. In fact, most categories involve artificial objects (like games). And artificial objects do not have the benefit of natural evolution to sort them into categories. Unfortunately, Aristotle is leading us down the path to destruction with this view. And the aforementioned great minds will escort us the rest of the way.

But, before we dismiss Aristotle and his wayward ways, we need to consider the fact that he offered a different perspective which will put us back on the path to understanding. This is he notion of teleology which give us great purchase in understanding artificial objects. And that we will take up next.