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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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The critique that Ehn <strong>and</strong> Sjögren (1991), for example, direct at themselves<br />

<strong>and</strong> design <strong>games</strong> they have developed, concerns mainly the playground,<br />

which they claim allows conservatism that may support the<br />

traditional production-flow oriented view of work <strong>and</strong> technology, the<br />

context where they developed their design <strong>games</strong>. This goes back to the<br />

need for finding a balance between the fixed <strong>and</strong> the free, <strong>as</strong> well <strong>as</strong> promoting<br />

the opportunities of design <strong>games</strong> <strong>as</strong> a magic circle with its own<br />

laws <strong>and</strong> time outside the “ordinary” life. To establish <strong>and</strong> maintain the<br />

magic circle intact, it is important to realize how fragile space/state of<br />

mind it actually is (Salen & Zimmerman 2004, p 98). What should be<br />

acknowledged, though, is that while creating boundaries for action we<br />

necessarily narrow the focus of the participants’ perspective <strong>and</strong> limit<br />

certain opportunities outside the design space.<br />

Ritual <strong>as</strong>pects of design <strong>games</strong><br />

Play sphere or magic circle, besides being a special venue to <strong>games</strong> <strong>and</strong><br />

performances, also resembles the liminal state of rituals; hence co-design<br />

gatherings which are separated from the ordinary life can also be considered<br />

<strong>as</strong> rituals, like Halse (2008) does. Schechner claims that what distinguishes<br />

performance from rituals is the purpose: unlike a performance<br />

which intends mainly to entertain, a performance which results in change<br />

may be considered a ritual. Since most design <strong>games</strong> aim at change, either<br />

in the minds of the participants by providing new perspectives that create<br />

different consequences (=learning) or in the actual design solution in the<br />

form of a reframed t<strong>as</strong>k or focus, i.e. design drivers, they can be viewed<br />

in some terms <strong>as</strong> liminal rituals (if the change is permanent) or liminoid<br />

rituals (if the participants are able to change their perspective during the<br />

session but cannot bring new insights with them to their daily practices).<br />

While liminal rituals transform the participants permanently, liminoid<br />

rituals have a temporary effect – they transport the participants for the<br />

time of experience <strong>and</strong> then return them back. In the liminal ph<strong>as</strong>e of the<br />

ritual process, people are freed from the dem<strong>and</strong>s of daily life. Halse (2008,<br />

pp 117–118) proposes that “<strong>as</strong> into the workshop preparations for the design<br />

workshop […] the process of abstraction prepares the establishment of the liminality<br />

of the design ritual by destabilizing conventional cl<strong>as</strong>sifications…”<br />

One re<strong>as</strong>on to look co-design gatherings <strong>as</strong> rituals is to look where transitions<br />

<strong>and</strong> transformations occur, <strong>and</strong> what marks those moments. Schechner<br />

(2006, p 72) describes how simple actions, such <strong>as</strong> changing clothes <strong>and</strong><br />

cleaning the floor, transport the performers to a different place, both mentally<br />

<strong>and</strong> emotionally, when they enter into the workshop space. This highlights<br />

the meaning of gradually taking the participants into the magic circle through<br />

the actions that start the gathering or even precede it. Halse (2008, p 118) proposes<br />

rearranging the space to transform it into a performance space, for example<br />

by positioning the chairs <strong>as</strong> in a theatre to create a stage for action.<br />

128

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