3. A form of playor sport, especially a competitive one
played according to rules and decided by skill,strength, or
luck.
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4. Play is an activity which is essentially:
Free:
in which playing is not obligatory; if where, it would at once lose its
attractive and joyous quantity as diversion
Separate:
circumscribed within limits of space and time, defined and fixed in
advance
5. Play is an activity whichis essentially:
Uncertain:
the course of which cannot be determined, northe result attained
beforehand, and some latitude for innovations being left to the
player’s initiative
Unproductive:
certain neither goods, norwealth, nornewelements of any kind;
and, exceptfor the exchangeof property among the players, ending
in a situation identical to that prevailing at the beginning of the
game
10. Agon
Likea combatin which equalityof chancesis artificiallycreated.
A wholegroupofgameswouldseem tobecompetitive.
The adversariesshouldconfronteach otherin ideal situations
Questionofrivalryhinges ona single quality
of:
Speed
Endurance
Strength
Memory
Skill
Ingenuity…
Competition
Football,Chess,Checkers,Boxing
11. Alea
Winning istheresult offateratherthantriumphingover adversary.
All games thatarebasedon adecision independentofthe player.
The winneris morefavoredbyfortunethantheloser.
Is totaldisgraceor absolutefavor.
The caseofdice:The playeris entirelypassive, all heneed dois await,trembling the castofthe
die.
A Latinname forthegame ofdice
Chance
Dice, Headsor Tails
12. Mimicry
The subjectmakesbelieve or makesothersbelieve thathe/she issomeone otherthanhis/her
self.
Becoming an illusorycharacterofoneself, andofsobehaving.
The littlegirl playsher mother’sroleascook,laundressandironer.
The boymakesbelieve heis soldier, policeman,Pirate,cowboyandMartian.
The playis maskedor disguised.
In ordertochangeappearanceandtoinspirefearin others.
Simulation
17. Narrative Component
Evolutionofstories
Ultimately, of course, wedon’t careabout creating eitherstories orgames—we care
about creating experiences. Stories and games can each bethought of as machinesthat
help create experiences.
30. Gamification
“Gamification”asa termoriginatedin thedigital mediaindustry.
The firstdocumentedusedatesbackto2008 ,butthe term
did notsee widespreadadoptionbeforethesecond halfof2010.
Paralleltermscontinuebeing used andnew onesarestill being
introduced,such as“productivitygames”,“surveillance
entertainment”,“funware”,“playfuldesign”,
“behavioralgames”,“gamelayer” or“appliedgaming”.
Yet“gamification”hasarguablymanagedto
institutionalizeitself as thecommon householdterm.