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Design games as a tool, a mindset and a structure Kirsikka Vaajakallio

Design games as a tool, a mindset and a structure Kirsikka Vaajakallio

Design games as a tool, a mindset and a structure Kirsikka Vaajakallio

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game; the first frame concerns physical space, the second comes from the<br />

conventions of the epoch, the third frame is the drama, <strong>and</strong> the fourth are<br />

the instructions given by the director. Each inner frame contains the rules<br />

of the frames further out, <strong>and</strong> the looser the outer frame, the tighter the<br />

inner frame <strong>and</strong> the converse.<br />

The frames are not static but may change within a performance: for<br />

example, the performance may take place in several locations, thus having<br />

a loose frame concerning the space. Schechner’s concept of frames is<br />

somewhat similar with Caillois’ (1961) proposition that <strong>games</strong> which rely<br />

on improvisation <strong>and</strong> role-playing do not necessarily have well-defined<br />

rules since the improvisation <strong>and</strong> <strong>as</strong> if take the role of rules. This is typical<br />

for <strong>games</strong> belonging to a cl<strong>as</strong>s labelled “mimicry” (ibid.). According<br />

to Schechner (2006, pp 42–43) performances are either make-believe or<br />

make-belief; in the first the distinction between what’s real <strong>and</strong> what’s<br />

pretended is kept clear where<strong>as</strong> in the second these boundaries are intentionally<br />

blurred.<br />

Caillois (1961) criticizes Huizinga for leaving chance outside the scope<br />

of his study on play. That is true: Huizinga does not explicitly include<br />

chance <strong>as</strong> a fundamental character of play, but chance is embodied in other<br />

factors he mentions, such <strong>as</strong> tension, or in the examples he gives about<br />

gambling. According to Huizinga, tension is one of the central characters<br />

of play (Huizinga 1950, pp 10–11), entailing the elements of chance <strong>and</strong> a<br />

desire to succeed in the play.<br />

Caillois (1961, p 7) emph<strong>as</strong>ises the uncertainty more than Huizinga<br />

does; according to Caillois, doubt is fundamental to the nature of play <strong>and</strong><br />

hence doubt must remain until the end. In this respect, the concept of<br />

winning is also closely related to the <strong>games</strong> <strong>and</strong> play. Rather than referring<br />

to the material <strong>as</strong>pects, winning may refer simply to being superior to others<br />

in the outcome of the game (Huizinga 1950, pp 50–52), or it may derive<br />

from the challenges faced in the game. From the game design perspective,<br />

Salen <strong>and</strong> Zimmerman (2004) speak of unpredictability instead of doubt:<br />

if the outcome is predetermined there is no sense in playing. In design<br />

<strong>games</strong>, unpredictability h<strong>as</strong> to do with the motivation <strong>and</strong> explicating the<br />

purposes of the game, <strong>as</strong> well <strong>as</strong> with the consequences of the decisions<br />

made in the game. It matters who are involved <strong>and</strong> what are the outcomes.<br />

Summary of the main characteristics of<br />

<strong>games</strong>, play <strong>and</strong> performance<br />

To summarize, according to the studies referred to above, play is something<br />

voluntary, non-serious, intensive, immersive <strong>and</strong> conducted because<br />

of the pure ple<strong>as</strong>ure it gives. It proceeds within its own proper boundaries<br />

of time <strong>and</strong> space, according to fixed rules <strong>and</strong> in an orderly manner. One<br />

of the most important play characteristics is spatial <strong>and</strong> mental separation<br />

from ordinary, i.e. marked place, a magic circle, in which the play proceeds.<br />

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