The document is a research essay discussing Johan Huizinga's statement that "play is a significant function – that is to say, there is some sense to it. In play there is something ‘at play’ which transcends the immediate needs of life and imparts meaning to the action. All play means something." The essay provides supporting points for Huizinga's statement by examining play in language, civilizing functions, and games. It then lists refuting points, including that play is irrational and unproductive. The essay concludes by reexamining Huizinga's statement based on the arguments presented.
"Play, Games and the Magic Circle" by Sherry Jones (July 22, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 1 Lecture on "Play, Games, and the Magic Circle," with discussion emphasis on Johan Huizinga's "Homo Ludens."
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
Coelenterata adalah hewan invertebrata akuatik radia simetris yang terdiri atas 4 kelas yaitu Hydrozoa, Scyphozoa, Anthozoa, dan Ctenophora. Hewan ini memiliki siklus hidup yang bergantian antara fase polip dan medusa, serta bereproduksi secara aseksual melalui pembentukan kuncup dan secara seksual melalui pembuahan internal.
Platyhelminthes adalah cacing pipih tanpa rongga tubuh yang memiliki tiga lapisan tubuh. Mereka dapat hidup bebas maupun sebagai parasit di dalam tubuh inang. Ada tiga kelas utama platyhelminthes yaitu Turbellaria, Trematoda, dan Cestoda. Trematoda adalah parasit hati dan usus, sedangkan Cestoda adalah parasit pita cacing. Mereka memiliki siklus hidup yang kompleks melibatkan inang antara dan akhir.
1. Sistem saraf merupakan adaptasi fungsional yang mengirimkan stimulus secara cepat melalui serabut-serabutnya.
2. Sistem saraf menerima, mengolah, dan meneruskan rangsangan ke organ yang bersangkutan.
3. Struktur sistem saraf pusat meliputi otak dan sumsum tulang belakang.
Makalah ini membahas tentang cacing pipih Planaria sp. Planaria termasuk hewan invertebrata yang hidup di air tawar dan memiliki daya regenerasi yang tinggi. Planaria bersifat hermafrodit dan berkembangbiak secara seksual maupun aseksual melalui pembelahan tubuh.
Platyhelminthes adalah filum cacing pipih yang meliputi kelas Turbellaria, Trematoda, dan Cestoda. Mereka memiliki tubuh pipih tanpa rongga tubuh dan terdiri dari 3 lapisan. Turbellaria seperti Planaria bergerak dengan silia, Trematoda seperti cacing hati bersifat parasit, dan Cestoda seperti cacing pita memiliki rantai proglotid. Mereka memainkan peran penting sebagai sumber makanan dan beberapa spesies dap
"Play, Games and the Magic Circle" by Sherry Jones (July 22, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 1 Lecture on "Play, Games, and the Magic Circle," with discussion emphasis on Johan Huizinga's "Homo Ludens."
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
Coelenterata adalah hewan invertebrata akuatik radia simetris yang terdiri atas 4 kelas yaitu Hydrozoa, Scyphozoa, Anthozoa, dan Ctenophora. Hewan ini memiliki siklus hidup yang bergantian antara fase polip dan medusa, serta bereproduksi secara aseksual melalui pembentukan kuncup dan secara seksual melalui pembuahan internal.
Platyhelminthes adalah cacing pipih tanpa rongga tubuh yang memiliki tiga lapisan tubuh. Mereka dapat hidup bebas maupun sebagai parasit di dalam tubuh inang. Ada tiga kelas utama platyhelminthes yaitu Turbellaria, Trematoda, dan Cestoda. Trematoda adalah parasit hati dan usus, sedangkan Cestoda adalah parasit pita cacing. Mereka memiliki siklus hidup yang kompleks melibatkan inang antara dan akhir.
1. Sistem saraf merupakan adaptasi fungsional yang mengirimkan stimulus secara cepat melalui serabut-serabutnya.
2. Sistem saraf menerima, mengolah, dan meneruskan rangsangan ke organ yang bersangkutan.
3. Struktur sistem saraf pusat meliputi otak dan sumsum tulang belakang.
Makalah ini membahas tentang cacing pipih Planaria sp. Planaria termasuk hewan invertebrata yang hidup di air tawar dan memiliki daya regenerasi yang tinggi. Planaria bersifat hermafrodit dan berkembangbiak secara seksual maupun aseksual melalui pembelahan tubuh.
Platyhelminthes adalah filum cacing pipih yang meliputi kelas Turbellaria, Trematoda, dan Cestoda. Mereka memiliki tubuh pipih tanpa rongga tubuh dan terdiri dari 3 lapisan. Turbellaria seperti Planaria bergerak dengan silia, Trematoda seperti cacing hati bersifat parasit, dan Cestoda seperti cacing pita memiliki rantai proglotid. Mereka memainkan peran penting sebagai sumber makanan dan beberapa spesies dap
Miguel Sicart's book Play Matters explores the essence and ontology of play through a non-empirical lens. Sicart seeks to understand play as a mode of being in the world and engaging with others, objects, and situations, rather than focusing on its cognitive or psychological aspects. He describes play as a portable tool for expression that creates worlds through rules and interactions. While games are a dominant form of play, they are just one manifestation among many potential playforms and contexts. Sicart distinguishes play as an active engagement, while playfulness is a creative attitude one takes toward activities, people and objects.
1) The document challenges the view that play has universal intrinsic features, arguing that definitions of play reflect Western cultural norms rather than universal characteristics.
2) It argues that play is better understood as a frame or context that transforms activities, rather than an activity itself. Playfulness is a mode of engagement rather than a distinct type of activity.
3) Key features of play across cultures and species include autotelic engagement and limited immediate function rather than separation from work or being inconsequential as often defined in the West. Play provides a frame allowing activities to be meaningful while engaged in playfully.
Chapter EightPlay, Games,and InteractionIn this chapter,JinElias52
This document summarizes and critiques existing theories of play, games, and socialization. It argues that most theories divorce these concepts from their social contexts and fail to distinguish between play and games. The document proposes a theory of play and games based on symbolic interactionism. It defines interaction as occurring within a place that includes actors, setting, objects, rules, relationships, and definitions. Play and games would then be analyzed as specific types of interaction occurring within this framework.
The document discusses the "ludology vs. narratology" debates in early game studies. Ludologists argued that games should be studied as games focused on rules and gameplay, not narratives. Narratologists argued games are also a narrative medium. The debates were exaggerated but reflected struggles to define the emerging field. Ludology is described as a formalist approach, while narratology examines representational/fictional elements. Most agree both forms of expression (gameplay and narrative) are important to video games.
The document discusses computer games for children and provides guidance for parents. It covers how games are a form of play, different types and ratings of games, and signs that a child may be overusing games. The document advises parents to limit screen time, engage children in other activities, and use ratings and reviews to help decide what games are appropriate.
The document discusses different types and theories of play. It defines play as a voluntary, fun activity and lists types including attunement play, body play, object play, social play, imaginative play, and storytelling play. Theories of play discussed include play as progress, fate, power, identity, imagination, self, frivolity, and resistance. Examples are given of each theory and how play enhances development, confirms group identity, provides enjoyment, and can oppose authority through humor and role reversal.
This document discusses the concept of performativity through seven layers present in the video game Spore. It summarizes each layer: 1) Inspiration of the creator Will Wright; 2) The video game industry; 3) Spectacle and performance elements in the game; 4) Sacred and ritual elements; 5) Transformation experienced by players; 6) Doubling of characters and player's role; 7) Omnipotence felt by players controlling god-like powers. The document concludes that through synthesizing these performativity layers, Spore provides a meaningful play experience for players on a cultural level.
The document discusses the concept of performativity in the video game Spore through seven layers: inspiration, industry, spectacle, sacred sphere, transformation, doubling and duality, and omnipotence. It analyzes how the game allows players to perform different roles and statuses as their virtual creatures evolve. The document also examines how players perform for each other both within the game and in online communities, creating a sense of tripling performativity.
The document summarizes the work of American theatre director and educator Viola Spolin. It notes that she was influential in developing improvisation and new creative games in Chicago in the late 1950s. Spolin believed that these games could unlock individuals' creative capacities and that anyone could learn theatre skills through experience rather than formal teaching.
Games as Logic Machines: Learning the Humanities through the Logic and Parate...Sherry Jones
Jan. 8, 2016 - This is my keynote presentation on game studies and game-based learning in the humanities for CU Boulder's Spring 2016 Graduate Teacher Program Conference: "Teaching Narrative, Ludology, and Problem-Solving in the College Classroom."
Here is the transcript to my presentation:
https://medium.com/@autnes/transcript-games-as-logic-machines-learning-the-humanities-through-the-logic-and-paratextuality-fc604aa6046c#.n12hb28gk
Abstract Of The Text For Presentation To Defend MA ThesisCourtney Esco
This document summarizes and compares the philosophical conceptions of language games by Ludwig Wittgenstein and lifeworld by Edmund Husserl. It discusses Wittgenstein's evolution from the picture theory of language to language games as forms of life dependent on context and social conventions. It also examines Husserl's phenomenology and the constitution of objective reality through intersubjective experience, including the lifeworld as the prescientific world of perception that forms our common horizon of understanding.
This document discusses upcoming plans and events for a class. It mentions the possibility of playing Dungeons & Dragons on November 8th or 9th. It also proposes meeting at an arcade during finals week to play games. The document asks for interest in a Super Smash Bros tournament using an older or newer game. It provides context and examples about the Proteus Effect from virtual worlds research. It also summarizes key passages from a reading by Michel de Certeau about how places come to exist through practices and use. The document gives a brief history of Second Life and considers whether it can be considered a game based on common definitions of what makes something a game. It notes declining active user numbers for Second Life compared to other
This document is a paper about the importance of play throughout life. It discusses how play helps with development, finding happiness and purpose, and maintaining social connections. It provides definitions of play from researchers, describing it as spontaneous, intrinsically pleasurable activity without visible goals. The document also discusses the "play state", an altered state of consciousness where one loses sense of time and self while fully engaged. Finally, it argues that play is necessary for humans as our natural desire is for happiness, and play is what makes us happy.
Death of an Ego in Phenomenology - By Means of LiteratureKeziahRezaey
This document discusses phenomenological perspectives on the death of the ego through analysis of three literary quotes. It argues that when someone dies, the world is diminished because we lose their unique way of experiencing it. Their name no longer points directly to them but what they left behind. The cold feeling of loss from a friend's death will diminish but always remain, as memories and imaginings of the deceased ego endure. By understanding how someone believed, those remaining try to see them in all things and be kind in their shared participation in rational truth and judgment. The death of an ego thus impacts the community it was part of.
Play is a voluntary activity done for its own enjoyment without serious consequences or obligations. It allows freedom in deciding time, space, and rules. While children develop skills through play, adults may use play to temporarily escape responsibilities. Professional sport differs in having constraints on time and space as well as external pressures, rewards, and high seriousness rather than play's spontaneity and intrinsic enjoyment.
"Playing and Teaching with Interactive Fiction" by Sherry Jones (April 12, 2015)Sherry Jones
April 12, 2015 - This is my Game Studies presentation for the Metagame Book Club titled: "Playing and Teaching with Interactive Fiction."
Interested in joining fellow educators to learn more about gaming in education? Access the free book club here:
Metagame Book Club
http://bit.ly/metagamebookclub
Tell me and I forget, teach me and I remember, involve me and I learn.
As a part of the series of presentations by the teachers on various pedagogies suggested by NEP 2020, the eighth session on Play based learning pedagogy was conducted by Ms. Heena Sheikh, the team leader along with her team members Ms. Veena Ferreira, Ms. Prajakta Pashte, Ms. Sharon Kinny and Ms. Sharon Dmello, which demonstrated how play can be incorporated to teach basic concepts and make teaching-learning fun.殺朗
Play is the absence of stress and the highest form of research that was rightly shown in this interactive session, sharing few impactful play based ideas that involved the participants in their play.
It was overall a fantastic and wholesome learning experience for the teachers and the team.
1) Johan Huizinga argues that play and contest are the root of culture and that virtue and honor arise from play. He believes culture originates from play.
2) Erving Goffman analyzed human interactions and believed people aim to control impressions through performances, presenting themselves in ways to impress society.
3) Goffman saw that people use fronts, expressions, and manners to convey information to audiences and maintain idealized standards of their performance roles.
20910329 public opinion and the media in singaporeAisyah Bagarib
This document is a student essay that examines whether the media in Singapore accurately reflects public opinion. It argues that the media only partly reflects public opinion due to political, ideological, and moral censorship imposed by the authoritarian government. The essay provides examples of how the ruling People's Action Party controls media through restrictions and legislation. It also discusses how the government promotes its ideology of family values through policies while not fully addressing dissenting public opinions on issues like housing for singles. Overall, the essay concludes that traditional media in Singapore generally does not reflect existing political public opinions due to the authoritarian nature of the government.
20910329 siti aisyah bagarib - research report finalAisyah Bagarib
The document is a research report submitted by Siti Aisyah Bagarib for her COMM3001 Case Studies in Communication course. The 5,300 word report analyzes the implications of foreign labor trends and immigration policies on employment practices and job satisfaction in Singapore. It includes a literature review on Singapore's labor market and foreign talent policy, results from a survey of 45 Singaporeans on their perceptions of employment policy, and interviews with two Singaporeans on issues like job satisfaction and hiring of foreigners. The report finds that discourse on employment policy is heavily economic-focused and that Singaporeans prioritize economic concerns over demographic changes from immigration.
Miguel Sicart's book Play Matters explores the essence and ontology of play through a non-empirical lens. Sicart seeks to understand play as a mode of being in the world and engaging with others, objects, and situations, rather than focusing on its cognitive or psychological aspects. He describes play as a portable tool for expression that creates worlds through rules and interactions. While games are a dominant form of play, they are just one manifestation among many potential playforms and contexts. Sicart distinguishes play as an active engagement, while playfulness is a creative attitude one takes toward activities, people and objects.
1) The document challenges the view that play has universal intrinsic features, arguing that definitions of play reflect Western cultural norms rather than universal characteristics.
2) It argues that play is better understood as a frame or context that transforms activities, rather than an activity itself. Playfulness is a mode of engagement rather than a distinct type of activity.
3) Key features of play across cultures and species include autotelic engagement and limited immediate function rather than separation from work or being inconsequential as often defined in the West. Play provides a frame allowing activities to be meaningful while engaged in playfully.
Chapter EightPlay, Games,and InteractionIn this chapter,JinElias52
This document summarizes and critiques existing theories of play, games, and socialization. It argues that most theories divorce these concepts from their social contexts and fail to distinguish between play and games. The document proposes a theory of play and games based on symbolic interactionism. It defines interaction as occurring within a place that includes actors, setting, objects, rules, relationships, and definitions. Play and games would then be analyzed as specific types of interaction occurring within this framework.
The document discusses the "ludology vs. narratology" debates in early game studies. Ludologists argued that games should be studied as games focused on rules and gameplay, not narratives. Narratologists argued games are also a narrative medium. The debates were exaggerated but reflected struggles to define the emerging field. Ludology is described as a formalist approach, while narratology examines representational/fictional elements. Most agree both forms of expression (gameplay and narrative) are important to video games.
The document discusses computer games for children and provides guidance for parents. It covers how games are a form of play, different types and ratings of games, and signs that a child may be overusing games. The document advises parents to limit screen time, engage children in other activities, and use ratings and reviews to help decide what games are appropriate.
The document discusses different types and theories of play. It defines play as a voluntary, fun activity and lists types including attunement play, body play, object play, social play, imaginative play, and storytelling play. Theories of play discussed include play as progress, fate, power, identity, imagination, self, frivolity, and resistance. Examples are given of each theory and how play enhances development, confirms group identity, provides enjoyment, and can oppose authority through humor and role reversal.
This document discusses the concept of performativity through seven layers present in the video game Spore. It summarizes each layer: 1) Inspiration of the creator Will Wright; 2) The video game industry; 3) Spectacle and performance elements in the game; 4) Sacred and ritual elements; 5) Transformation experienced by players; 6) Doubling of characters and player's role; 7) Omnipotence felt by players controlling god-like powers. The document concludes that through synthesizing these performativity layers, Spore provides a meaningful play experience for players on a cultural level.
The document discusses the concept of performativity in the video game Spore through seven layers: inspiration, industry, spectacle, sacred sphere, transformation, doubling and duality, and omnipotence. It analyzes how the game allows players to perform different roles and statuses as their virtual creatures evolve. The document also examines how players perform for each other both within the game and in online communities, creating a sense of tripling performativity.
The document summarizes the work of American theatre director and educator Viola Spolin. It notes that she was influential in developing improvisation and new creative games in Chicago in the late 1950s. Spolin believed that these games could unlock individuals' creative capacities and that anyone could learn theatre skills through experience rather than formal teaching.
Games as Logic Machines: Learning the Humanities through the Logic and Parate...Sherry Jones
Jan. 8, 2016 - This is my keynote presentation on game studies and game-based learning in the humanities for CU Boulder's Spring 2016 Graduate Teacher Program Conference: "Teaching Narrative, Ludology, and Problem-Solving in the College Classroom."
Here is the transcript to my presentation:
https://medium.com/@autnes/transcript-games-as-logic-machines-learning-the-humanities-through-the-logic-and-paratextuality-fc604aa6046c#.n12hb28gk
Abstract Of The Text For Presentation To Defend MA ThesisCourtney Esco
This document summarizes and compares the philosophical conceptions of language games by Ludwig Wittgenstein and lifeworld by Edmund Husserl. It discusses Wittgenstein's evolution from the picture theory of language to language games as forms of life dependent on context and social conventions. It also examines Husserl's phenomenology and the constitution of objective reality through intersubjective experience, including the lifeworld as the prescientific world of perception that forms our common horizon of understanding.
This document discusses upcoming plans and events for a class. It mentions the possibility of playing Dungeons & Dragons on November 8th or 9th. It also proposes meeting at an arcade during finals week to play games. The document asks for interest in a Super Smash Bros tournament using an older or newer game. It provides context and examples about the Proteus Effect from virtual worlds research. It also summarizes key passages from a reading by Michel de Certeau about how places come to exist through practices and use. The document gives a brief history of Second Life and considers whether it can be considered a game based on common definitions of what makes something a game. It notes declining active user numbers for Second Life compared to other
This document is a paper about the importance of play throughout life. It discusses how play helps with development, finding happiness and purpose, and maintaining social connections. It provides definitions of play from researchers, describing it as spontaneous, intrinsically pleasurable activity without visible goals. The document also discusses the "play state", an altered state of consciousness where one loses sense of time and self while fully engaged. Finally, it argues that play is necessary for humans as our natural desire is for happiness, and play is what makes us happy.
Death of an Ego in Phenomenology - By Means of LiteratureKeziahRezaey
This document discusses phenomenological perspectives on the death of the ego through analysis of three literary quotes. It argues that when someone dies, the world is diminished because we lose their unique way of experiencing it. Their name no longer points directly to them but what they left behind. The cold feeling of loss from a friend's death will diminish but always remain, as memories and imaginings of the deceased ego endure. By understanding how someone believed, those remaining try to see them in all things and be kind in their shared participation in rational truth and judgment. The death of an ego thus impacts the community it was part of.
Play is a voluntary activity done for its own enjoyment without serious consequences or obligations. It allows freedom in deciding time, space, and rules. While children develop skills through play, adults may use play to temporarily escape responsibilities. Professional sport differs in having constraints on time and space as well as external pressures, rewards, and high seriousness rather than play's spontaneity and intrinsic enjoyment.
"Playing and Teaching with Interactive Fiction" by Sherry Jones (April 12, 2015)Sherry Jones
April 12, 2015 - This is my Game Studies presentation for the Metagame Book Club titled: "Playing and Teaching with Interactive Fiction."
Interested in joining fellow educators to learn more about gaming in education? Access the free book club here:
Metagame Book Club
http://bit.ly/metagamebookclub
Tell me and I forget, teach me and I remember, involve me and I learn.
As a part of the series of presentations by the teachers on various pedagogies suggested by NEP 2020, the eighth session on Play based learning pedagogy was conducted by Ms. Heena Sheikh, the team leader along with her team members Ms. Veena Ferreira, Ms. Prajakta Pashte, Ms. Sharon Kinny and Ms. Sharon Dmello, which demonstrated how play can be incorporated to teach basic concepts and make teaching-learning fun.殺朗
Play is the absence of stress and the highest form of research that was rightly shown in this interactive session, sharing few impactful play based ideas that involved the participants in their play.
It was overall a fantastic and wholesome learning experience for the teachers and the team.
1) Johan Huizinga argues that play and contest are the root of culture and that virtue and honor arise from play. He believes culture originates from play.
2) Erving Goffman analyzed human interactions and believed people aim to control impressions through performances, presenting themselves in ways to impress society.
3) Goffman saw that people use fronts, expressions, and manners to convey information to audiences and maintain idealized standards of their performance roles.
Similar to Siti aisyah bagarib re%28marked%29 (20)
20910329 public opinion and the media in singaporeAisyah Bagarib
This document is a student essay that examines whether the media in Singapore accurately reflects public opinion. It argues that the media only partly reflects public opinion due to political, ideological, and moral censorship imposed by the authoritarian government. The essay provides examples of how the ruling People's Action Party controls media through restrictions and legislation. It also discusses how the government promotes its ideology of family values through policies while not fully addressing dissenting public opinions on issues like housing for singles. Overall, the essay concludes that traditional media in Singapore generally does not reflect existing political public opinions due to the authoritarian nature of the government.
20910329 siti aisyah bagarib - research report finalAisyah Bagarib
The document is a research report submitted by Siti Aisyah Bagarib for her COMM3001 Case Studies in Communication course. The 5,300 word report analyzes the implications of foreign labor trends and immigration policies on employment practices and job satisfaction in Singapore. It includes a literature review on Singapore's labor market and foreign talent policy, results from a survey of 45 Singaporeans on their perceptions of employment policy, and interviews with two Singaporeans on issues like job satisfaction and hiring of foreigners. The report finds that discourse on employment policy is heavily economic-focused and that Singaporeans prioritize economic concerns over demographic changes from immigration.
The document proposes a social media campaign on Facebook and Twitter to raise awareness of pet neglect issues among current pet owners in Singapore. The campaign aims to decrease calls regarding pet neglect cases received by the SPCA by 5% over 3 months. It will target pet owners aged 10-50 and include contests and events like a 'Like and Share' contest and 'Pet Week' to educate the public and increase engagement with SPCA's social media pages. Effectiveness will be measured quantitatively by an increase in Facebook likes and qualitatively through surveys.
20910329 public opinion and the media in singaporeAisyah Bagarib
This document is an essay analyzing whether the media in Singapore reflects existing public opinion. It examines the political, ideological, and moral censorship imposed by Singapore's authoritarian government. While the traditional media does not accurately portray political opinions due to these restrictions, some evidence suggests the media reflects public views in other areas. Specifically, studies found that Singaporeans generally support existing censorship of entertainment content and the government effectively shaped media coverage during the 2003 SARS outbreak. Additionally, the internet provides a less restricted space for alternative viewpoints. Overall, the essay concludes the traditional media in Singapore does not reflect public opinion on political issues due to the controls of the authoritarian state.
The Chinese Garden in Singapore is a 13.5 hectare garden located in Jurong East designed to resemble northern Chinese imperial styles. It contains various sights like pagodas, a turtle museum, bamboo and bonsai gardens, and statues of Confucius and Chinese legends. The garden is a tranquil public space used for leisure activities, hosting events, and maintaining this piece of Chinese heritage in Singapore.
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1. COMM3304
Research Essay
Student ID: 20910329
Student Name: Siti Aisyah Bagarib
Question Number: 1
“[Play] is a significant function – that is to say, there is some sense to it. In play there is
something ‘at play’ which transcends the immediate needs of life and imparts meaning to the
action. All play means something.” (Huizinga). Discuss.
Word Count: 1910
1
2. “[Play] is a significant function – that is to say, there is some sense to it. In play there is
something ‘at play’ which transcends the immediate needs of life and imparts meaning to the
action. All play means something.” (Huizinga). Discuss.
Introduction
Johan Huizinga is a Dutch cultural historian and one of the greatest scholars of play (Salen
& Zimmerman, 2004). In his most influential theoretical work, Homo Ludens, he investigates the
role of play in human civilisation. He states that animals play just like men but men play at a higher
level than the simpler forms of animal play. Huizinga writes that the ability of even animals to
embark in a form of play shows that play is more than just a physiological experience or a
psychological intuitive imperative?. Since essentially animals play too, play goes beyond any
rational nexus.
So what is play? How is play significant? Many attempts to define and explain what play is
and to determine its implications have been inconclusive because play can take on so many forms.
To some people play means an outlet for relaxation. To some, to play means to engage in folly
while others take play as a serious affair.
“[Play] is a significant function – that is to say, there is some sense to it. In play there is
something ‘at play’ which transcends the immediate needs of life and imparts meaning to the action.
All play means something.”
In The Definition of Play and The Classification of Games, Roger Caillois who is the former
student of Huizinga, criticizes some concepts made in Homo Ludens. Despite his several criticisms,
Caillois' definition of play is similar to Huizinga's definition (Henricks, 2010). Both of them
emphasize the central role of play in human culture. Therefore I will be using these two texts by
Huizinga and Caillois as touchstones for this essay.
First I will start of by listing points on why the essay statement is true. play is significant???
2
3. Some will agree with Huizinga's statement that play “is a significant function – that is to say, there
is some sense to it. In play there is something ‘at play’ which transcends the immediate needs of life
and imparts meaning to the action. All play means something.”. I will start of the essay by listing
down these points. We will be looking at play in terms of language, civilizing functions and game
play.
In the next section I will list down points that refute Huizinga's statement and finally
followed by my conclusion regarding the topic based on the points I have highlighted.
Supporting Points
Huizinga has outlined in his book that play has a kind of omnipresence. It is
important but it is not clear why we do it, for play is irrational and we are rational beings. Children
play for physical, cognitive and emotional and social development (Ginsburg, 2007). Even animals
play therefore they are more than mere rational beings.
Huizinga discussed the role of play as essential within the context of a culture. He
establishes play as a cultural foundation. We are only concerned with higher forms of meaningful
play.
The functions of higher forms of play are derived from two basic aspects. The first is to
contest for something and the other is the representation of something. Here we will take a look at
the term play expressed in three aspects: language, civilizing functions and in rituals. The contesting
for is expressed in language and gameplay and the representation of is expressed in civilizing
functions.
3
4. Play in Language
According to Freidrich Hegel, we can only understand something passively, which is to say
that something can only come into existence if it is not identifiably something else (Hegel, 1894).
The word play cannot be conceived if other things cannot be identified as 'not playing'. Therefore
play must also have preceded language as the very nature of language is brought about by language.
Language is an interactive discourse on how we learn and form new concepts, communities
and identities. The term ‘language-games’ was coined by Ludwig Wittgensteinian to express games
of language-skill played between two or more speakers. In order for one to master a language, one
has to master the 'rules of language', just as in games (Bohman, 2007). Rules are needed within
games to create order. We play by breaking rules but abide the rules of the game in order to play it.
Once the game rules are broke, the game is ruined. (Huizinga, 1955)
Play in Civilizing Functions
“Play is the root of all productive activity in the world” (Hans, 1981). Children play for
physical, cognitive and emotional and social development (Ginsburg, 2007). Huizinga writes that
there is no civilisation if there is no play. Play never stops playing. It is possible to imagine a world
of play without man but it is impossible to imagine a world of man where play does not exist. Even
for activities aiming at the satisfaction of basic needs, for example hunting, takes on the play-form
(Huizinga, 1955). Play goes beyond biological instinct and can be characterized as a social function.
A strong example of play is expressed in rituals. The close relationship between play and rituals is
argued to not only show that play is primary to rituals but also that rituals are reconceptualized as
play.
Representation means to display before an audience. Representation turns into a
performance once it displays something out of the ordinary cast to spur admiration. The ritual bears
all the essential characteristics of play in that it transports its participants to another world. RR
Marett talks about this element of imagination being operative in all primitive religions. Meaning to
say that the subject uses terms and expressions that are collected as documents of belief without
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5. working them out into a consistent theory (Marrett, 2003).
The consciousness of play being only pretend does not prevent regarding it with utmost
seriousness, immersion and “a devotion that passes into rapture and, temporarily at least,
completely abolishes that troublesome ‘only’ feeling.” (Huizinga, 1955).
Game Play
To start this section off, I give you a quote by Plato that goes “You can discover more about
a person in an hour of play than in a year of conversation.” (Plato, 360 B.C.) √
Huizinga states that play not only creates order, it is order. All play and games come with
rules affixed in order for them to function. These rules are what uphold the temporary world
determined by play (Salen & Zimmerman, 2003).
Play exists in its own special space and time can be started and paused at any time. Huizinga
coined the term magic circle. The magic circle goes beyond a physical component. One enters the
magic circle once they begin a game and as long as players maintain a illusory attitude, play is fun
and enchanting (Caillois, year, pg. no?). Those who do not have that state of mind would upset
other players and disrupt the game. These people are called spoiled-sports. A spoiled sport is not the
same as a cheater as the latter still acknowledges the magic circle in spite of false-playing, however
a spoiled-sport shatters the illusion of the play-world (Huizinga, 1955).
Refuting Points
Play is Irrational
Curiously enough, Johan Huizinga, the one who quoted “All play means something” also
states that play as irrational. It is neither logical in it's being, that is to say play is important but we
do not know why we do it, nor is logic a necessary component in play. Animals and children play
illogically but play in adults often remains illogical too. For instance language-based games such as
pun, internet memes and jokes (Dawkins, 1989). To “get” the punchline is not to follow through
rule-based reasoning. “It is more like grasping a gestalt. ” Hector Rodriguez writes in The
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6. International Journal of Computer Games and Research (Rodriguez, 2006).
Play is also irrational in a sense that there is a crave for meaninglessness√. Salen and
Zimmerman mentions this in their book Rules of Play, Game Design Fundamentals that there is
meaning to be found in embarking in the meaninglessness (Järvinen, 2004).
Play is Unproductive
Roger Caillous is a French intellectual is widely cited in the field of ludology,
primarily from his book Les Jeux et les Hommes (Man, Play and Games). In his book, he
establishes six criteria that define human play. He classified that play is free in that it is a voluntary
act, separate within the limits of space and time, uncertain in outcome and player initiative, non-
productive in creating new elements of any kind, rule-guided and that play is an unreality against
real life.
Productivity means something other than than the production of physical good. Caillois
suggests that gambling does not produce anything. From an economic viewpoint, this is problematic
since gambling is in fact a huge industry (Juul, 2003).
Play is non-seriousness (Huizinga, 1955). This does not mean that play is not serious and
frivolous, it means that play can take on serious forms and players can take playing very seriously.
However the materiality of that play is highly dubious. Whether it be being a good piano player or
getting the highest score for pinball, the achievements of serious players who do well in the game
that they play are only recognized and relevant to that specific play-community.
Fun is Relative
Central to all the different ways of how people engage play is the element of fun (Huizinga,
1955). However not everyone experiences the fun in play. Csikszentmihalyi started research on a
concept called Flow to account for the pleasures found by immersion in everyday activities.
The focus of his research is to understand the process by which certain behaviours make life
enjoyable. He found that the experience of flow occurs when there is a harmonization between the
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7. individual's skill and the difficulty of the task at hand. When there is a disproportion between
individual skill and the difficulty of the task, the flow state may be prevented and this in turn would
decrease pleasure in immersing in that activity (Csikszentmihalyi, 1997).
A person who likes solving puzzles would enjoy the Rubick's Cube but someone who
derives pleasure from creating something would find the Rubick's Cube incredibly frustrating and
would rather paint a picture.
Conclusion
“‘Life must be lived as play, playing certain games, making sacrifices, singing and dancing, and
then a man will be able to propitiate the gods, and defend himself against his enemies, and win in
the contest.’” – Plato (Plato's Laws, )
Play is irrational. From its mismatch with the flow of reason to the unproductivity of play
yet humans continue to spend countless hours immersing themselves in play, even developing new
forms of play.
Whether or not we see the importance, significance and sense in play, my opinion is in
agreement with Huizinga's statement. All play means something whether it works by our primitive
subconscious, whether it manifests itself in language or whether civilizations develop from it.
Roger Caillios says that play is free, separate, uncertain, non-productive, rule-guided and
that play is not reality. People play differently and for different reasons. This fact alone shows that
all play means something. Animals play may be to develop muscular skills and and help reduce
stress. People play to have fun although the idea of fun remains subjective.
During my research while writing this essay, I came across significantly more evidence to
support rather than refute “[Play] is a significant function – that is to say, there is some sense to it.
In play there is something ‘at play’ which transcends the immediate needs of life and imparts
meaning to the action. All play means something.”
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8. Reference list:
Bohman K., Kimberly (2007). Reading Games: An Aesthetics of Play. USA: Scholarly
Series. http://www.dalkeyarchive.com/book/?GCOI=15647100488350 (accessed 10 December
2011)
Caillois, Roger (2006). “The Definition of Play and The Classification of Games.” The
Game Design Reader: A Rules of Play Anthology. Ed. Katie Salen and Eric Zimmerman.
Cambridge, MA: MIT, 2006. 122-55. Print.
Dawkins, Richard (1989). The Selfish Gene (2 ed.). Oxford University Press, p 192.
http://books.google.com.sg/books?id=WkHO9HI7koEC&pg=PA192&redir_esc=y (accessed 10
December 2011)
Ginsburg, Kenneth. R. (2007). “The Importance of Play in Promoting Healthy Child
Development and Maintaining Strong Parent-Child Bonds”. PEDIATRICS 119 (1).
http://aappolicy.aappublications.org/cgi/content/full/pediatrics;119/1/182 (accessed 10 December
2011)
Hans, James S. (1981) The Play of The World. Amherst: University of Massachusetts Press.
http://www.questia.com/library/book/the-play-of-the-world-by-james-s-hans.jsp (accessed 10
December 2011)
Hegel, Georg Wilhelm Friedrich (1874). The Logic. Encyclopaedia of the Philosophical
Sciences. 2nd Edition. London: Oxford University Press.
Henricks, Thomas S. (2010). 'Caillois's Man, Play and Games: An Appreciation and
Evaluation'. American Journal of PLAY.
http://www.journalofplay.org/sites/www.journalofplay.org/files/pdf-articles/3-2-article-cailloiss-
man-play-and-games.pdf (accessed 10 December 2011)
Huizinga, Johan (1955). Homo Ludens: A Study of the Play-Element in Culture, p 46.
Boston: Beacon Press.
Järvinen, Aki (2004). 'A Meaningful Read: Rules of Play reviewed', The International
Journal of Computer Game Research 4(1). http://www.gamestudies.org/0401/jarvinen/ (accessed 10
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9. December 2011)
Juul, Jesper (2003). 'The Game, the Player, the World: Looking for a Heart of Gamenes'. In
Level Up: Digital Games Research Conference Proceedings, edited by Marinka Copier and Joost
Raessens, p 30-45. Utrecht: Utrecht University.
http://ocw.metu.edu.tr/file.php/85/ceit706/week3_new/JesperJuul_GamePlayerWorld.pdf (accessed
10 December 2011)
Marett, R. R. (2003). 'Progress in Prehistoric Times', Psychology and Folklore. Kessinger
Publishing.
Rodriguez, Hector (2006). The Playful and the Serious: An approximation to Huizinga's
Homo Ludens. The International Journal of Computer Game Research, 6 (1).
http://www.gamestudies.org/0601/articles/rodriges (accessed 10 December 2011)
Salen, Katie, Zimmerman, S. (2004). Rules of Play: Game Design Fundamentals. MIT
Press. http://www.ebook3000.com/dictionary/Rules-of-Play--Game-Design-
Fundamentals_54568.html (accessed 10 December 2011)
Thorn, Matthew (2004). 'Girls And Women Getting Out Of Hand: The Pleasure And Politics
Of Japan's Amateur Comics Community' Fanning the Flames: Fans and Consumer Culture in
Contemporary Japan William, State University of New York Press. http://matt-
thorn.com/shoujo_manga/outofhand/index.php (accessed 10 December 2011)
This is generally a well-written and informed essay. Your discussion demonstrates that you have a
good understanding of Huizinga’s ideas, and that you are comfortable analysing complex theories.
However, there are quite few issues/ideas/concepts that required more unpacking; often you write
two or three sentence paragraphs that establish a topic (sentence) but they do not provide sufficient
analysis of the topic, or they fail to develop the point.
73/100
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