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Play and game definition
CHAPTER 2 – VIDEO GAME AND ARCHITECTURE
Games are “architecture’s final frontier” (Wiltshire 2007).
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“Architecture is the art form closest to the gaming experience, not film or fiction, not painting, photography or sculpture. Only architecture completely enfolds us as thoroughly as gaming.” (Gust, 2009).
2.1. THE ACT OF PLAYING. PLAY, GAMES AND VIDEO GAMES.
“What are games? Are they things in the sense of artifacts? Are they behavioral models, or simulations of social situations? Are they vestiges of ancient rituals, or magical rites?” E. M. Avedon, The Structural Elements of Games" “Work consists of whatever a body is obliged to do, and . . . Play consists of whatever a body is not obliged to do.” Mark Twain, The Adventures of Tom Sawyer
Play and game definition
Playing activity has been considered since antiquity with Plato and Socrates as a fundamental activity, a
form of behavior, and a teaching method central to cultural, artistic, and social development. Ancient
Greeks referred to play on one side as children’s play or “paida” and on the other side as game activities for adults using the term “agon”. Latins intend play as cultural activities in terms of humanitarian studies and used only the word “ludus” to cover all play activities. Ludus or playing mode refers to both
children's toys which can be classified as non-play and recreational activities for enjoyment such as
drama, music play, dance, religious activities, and so on. All these actions fell within the realm of ludus
(alludo), which is an illusion unrelated to reality and free of rules. Toys are not based on specific
instructions or rules on how to play, neither they have a goal. On the contrary, play is goal oriented.
What differentiates them in relation to play and game according to (Adam, 2010) is the way we engage
and the presence or not of rules and goals. Playing can be defined as a recreation, joy expression, or
motoric activity and it includes also play or puzzles. Play refers to a single move dictated by a goal, while
the game is a more complete, complex, and accurate activity, an outcome somehow measurable. Games
are more structured activities and are based essentially on rules and goals.
Figure 27 Definition and complexity of Play and game concepts
“Play is a voluntary activity or occupation executed within certain fixed limits of time and space, according to rules freely accepted, and outside the sphere of necessity or material utility” (Huizinga,1938).
Huizinga considered play activity as a more structured activity based on rules and goals, in which adults
entertain themselves. Rules establish the object, meaning of game activities, and challenges offered by
the game, while the goals define the objectives of the game. In addition, Huizinga points out other
attributes of play.
[Play is] a free activity standing quite consciously outside "ordinary" life as being "not serious,
"but at the same time absorbing the player intensely and utterly. It is an activity connected with
no material interest, and no profit can be gained by it. It proceeds within its proper boundaries of
time and space according to fixed rules and in an orderly manner. It promotes the formation of
social groupings, which tend to surround themselves with secrecy and to stress their difference
from the common world by disguise or other means. (Huizinga,1938).
Play activity is considered a rule-based activity, beyond ordinary and serious activities, and is not related
to material interest. Still, it is an absorbing activity, outside the boundaries of real-time and space, with
the possibility to create a virtual social exchange. Huizinga considers play activity “as separated from ordinary reality” and within what he called “the magic circle”. Video games have proven to have broken the limit of the magic circle.

Figure 28 The magic circle as separated from real-world space
In his essay "Man, Play, and Games," published in 1958, French philosopher Roger Callois proposed a
distinction between "paidia," an equivalent of the English noun "play," which refers to free games for
children based on movement, and "Ludus," an equivalent of the English noun "game," which refers to
highly organized and regulated games for adults, such as sport and complex game activities, performed
with respect to certain rules. Paidia is defined as:
"… physical or mental activity which has no immediate useful objective, and whose only reason
to be is based in the pleasure experimented by the player" (Caillois, 2001)
Ludus is defined as:
" an activity organized under a system of rules that defines a victory or a defeat, a gain or a loss"
(Caillois, 2001)
Hence, the main distinction is related to the fact that play activities are simpler and don’t need a social component which is typically present in games for adults. Moreover,” Ludus” games have a goal and define losers or winners.
Caillois divides ludic activities into four categories:
1. Agon: play activities that depend on the competition: racing, soccer, basketball, physical sports,
chess (mind effort), boxing, etc.
2. Alea: games that depend on chance or luck. This is the main game experience parameter.
lottery, casino roulette.
3. Mimicry: role-playing games and simulation (imaginary or make-believe game). The ability to
play multiple roles is crucial in this game.
4. Ilinx: Activities that alter our common perception and where sometimes there is a risk of life and
vertigo: tightrope, bungee jump, skiing, and other extreme sports.
AGON ( Competition)
LUDUS soccer, basketball, chess, boxing
ALEA (chance)
lottery, casino roulette. MIMICRY ( simulation) ILINX (vertigo)
Theater, air flight tightrope, bungee jump, skiing
PAIDA Racing, athletic Heads or tail Children installation Games of illusion Swinging, waltzing
ACTIVE ACTIVE PASSIVE PASSIVE
Table 5 Caillois classification of ludic activities
Johan Huizinga (1938) Roger Caillois (1958)
David Parlett (1999) Bernard Suits (2005)
Clark C. Abt (1970)
Chris Crawford (2002)
Greg Costikyan
Elliot Avedon and Brian Sutton-Smith ( 2015)
Terms used for PLAY and GAME Game/ play
PAIDA / LUDUS ACTIVE/ PASSIVE Definitions
“a voluntary within certain limits of time and space, according to rules and outside the sphere of necessity” Free play vs organized game with rules.
INFORMAL PLAY / FORMAL GAME
Rules/means/ objectives Ends/ means BOTH PLAY /GAME an engaging activity, goal-oriented
GAME/ SERIOUS GAME
COMPUTER GAME/ DIGITAL GAME
Activity among decision-maker, which has set objectives and has limitations
Activity Decision-maker Goals limitation
n/a
COMPUTER GAME/ DIGITAL GAME
GAME
“a form of art in which participants make the decision to manage resources, earn tokens and to pursuit goals”
“An exercise of voluntary control systems, with a contest between powers, confined by rules in order to produce a disequilibrium outcome”. Main elements
Social exchange Rules Inside a magic circle Rules, make believe Uncertain
Rules goals rules, goals, obstacles
Representation Interaction Conflict Safety Art Decision –Making Resource management Tokens Goals Control systems Voluntary and free; The contest between powers: The conflict between players. rules, Disequilibrium outcome
Table 6 Definitions of game and play by different authors
David Parlett made a distinction between play and game as “formal and informal games”. An informal game is a children’s play, while a formal game is a more structured game based on purposes and means or rules.
Bernard Suits in “Grasshopper: Games, Life, and Utopia” defined play as:
“An engaging activity that orient player toward a specific goal, through rules accepted by the
player that make possible such activity”.
To Suits, the main elements that characterize playing activity are rules, goals, and obstacles.
1. In this regard, he traced a distinction between children’s play and serious play or deep play. 2. In both cases players are free to perform actions without real and direct consequences.
Clark C. Abt (1970) in Serious games, gave a narrower definition of a game as:
“an activity among two or more independent decision-makers seeking to achieve their
objectives in some limiting context”.
He emphasized the need for mutual rules among rivals who make decisions to achieve certain goals.
The role and contribution of the numerous players are critical in his definition. He stresses the following
game elements: He highlights the following elements of the game: Activities or events; active
engagement of players and their decision making, setting goals, and responding to game constraints.
Chris Crawford highlighted four fundamental aspects of games in his classic book “The Art of Computer Game Design”: Representation: A game is set in a certain setting, and reality is both physical and
emotional. Interaction: The cause-and-effect relationship that holds things together. Conflict: Conflict
emerges spontaneously as a result of game engagement. The player is actively working toward a goal.
Obstacles keep him from effortlessly accomplishing this aim. Conflict is an inherent component of all
games. Safety: A game is a safe way to explore reality because the setting is artificial and there are no
immediate implications in the physical world.
Game designer Greg Costikyan, in his essay "I Have No Words and I Must Design” defined game as
“a form of art in which participants make decisions to manage resources, earn tokens and to pursuit goals”.
The key element of games according to Costikyan are Art, Decision-making player’s or player’s active participation and choice, Resource management, earning games tokens, Achieve Goals, or having an
objective.
Elliot Avedon and Brian Sutton-Smith, two of the most renowned play and game authorities of the
twentieth century, gave an extremely concise definition of game in their book "The Study of Games".
“Games are an exercise of voluntary control systems, in which there is a contest between powers, confined by rules in order to produce a disequilibrial outcome.” (Avedon, Sutton-Smith,2015)
The key elements of this definition are: systems, Voluntary or free activity, Contest between powers,
the conflict between players, rules and limitations, outcome.
These definitions highlight different aspects of the game. Recently, Katie Salen and Eric Zimmerman in
their reference textbook for game design “Rules of Play”, based on the definitions by Johan Huizinga, Roger Caillois, and Brian Sutton-Smith formulated their own synthetic definition.
“A game is a system in which players engage in an artificial conflict, defined by rules, that results
in a quantifiable outcome.” (Salen, K., Zimmerman, E (2004).