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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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emained the same, the players have changed. Moreover, the content<br />

h<strong>as</strong> either changed or at le<strong>as</strong>t become modified from one game to another,<br />

according to the contextual needs.<br />

Hence, repeatability in design <strong>games</strong> is viewed from the operational<br />

rules’ (Salen & Zimmerman, p 130) perspective rather than the perspective<br />

of players’, i.e. rules should be flexible enough to be used in several<br />

contexts, ways <strong>and</strong> purposes, but an individual player does not need to be<br />

engaged more than once. Part of the re<strong>as</strong>on for that is that design <strong>games</strong><br />

are set in co-design gatherings with their own boundaries of time <strong>and</strong><br />

space. With clear <strong>structure</strong> taking place in particular couple of hours set<br />

time is hence meaningful from repetitiveness point of view. However,<br />

more interesting for design <strong>games</strong> is the possibility to utilise symbolic<br />

time that invites moving between p<strong>as</strong>t – current <strong>and</strong> future.<br />

The experiences discussed above suggest that design <strong>games</strong> are, besides<br />

being a <strong>tool</strong>, also playful <strong>and</strong> explorative <strong>mindset</strong>. According to Huizinga<br />

(1950), play spirit is essential to dare take risks <strong>and</strong> bear uncertainty –<br />

abilities needed in early co-design that explores still non-existing future<br />

alternatives. Having examined the existing literature on <strong>games</strong>, play <strong>and</strong><br />

performance, I have identified three main play-qualities that create a special<br />

play sprit: 1) proceeding within the proper boundaries of time <strong>and</strong><br />

space, 2) a magic circle <strong>as</strong> a physical <strong>and</strong> ideal playground, <strong>and</strong> 3) a balance<br />

between fixed <strong>and</strong> free – action governed by rules (Figure 28).<br />

Previously I proposed that design <strong>games</strong> can be thought of <strong>as</strong> <strong>tool</strong>s<br />

in designing <strong>and</strong> conducting co-design, due to the way they meet the<br />

challenges of <strong>structure</strong>, facilitation <strong>and</strong> design materials while supporting<br />

design collaboration, creative interplay between underst<strong>and</strong>ing current<br />

practices <strong>and</strong> future opportunities, <strong>and</strong> <strong>as</strong> a source of provoking <strong>and</strong><br />

inspiring design <strong>games</strong> material. According to the literature on design<br />

<strong>games</strong>, one of the stronger aims of using “game” <strong>as</strong> a label <strong>and</strong> a <strong>structure</strong><br />

is a playful atmosphere, which I think refers to the same thing that Huizinga<br />

calls play spirit. B<strong>as</strong>ed on studies on play, <strong>games</strong> <strong>and</strong> performance,<br />

<strong>and</strong> comparing them with what w<strong>as</strong> said about design <strong>games</strong>, I argue that<br />

a play spirit is manifested through the three play-qualities listed above.<br />

By placing play spirit at the core of design <strong>games</strong>, I claim that design<br />

<strong>games</strong> may also be perceived <strong>as</strong> a <strong>mindset</strong> <strong>and</strong> not just <strong>as</strong> a <strong>tool</strong>.<br />

3.2.5<br />

Play<br />

framework:<br />

step<br />

two –<br />

drawing<br />

from<br />

<strong>games</strong>,<br />

play<br />

<strong>and</strong><br />

performance<br />

Conclusions<br />

So far, I have described the context of this research, co-design <strong>and</strong> empathic<br />

design, presented various re<strong>as</strong>ons <strong>and</strong> ways for adapting the game<br />

metaphor in (co-)design, <strong>and</strong> looked into play, <strong>games</strong> <strong>and</strong> performance in<br />

order to better underst<strong>and</strong> design <strong>games</strong>. <strong>Design</strong> game is used <strong>as</strong> a metaphor,<br />

i.e. title/name, to guide participants’ thinking in a co-design gathering<br />

or a practical setting that is <strong>structure</strong>d around rules <strong>and</strong> tangible game<br />

130

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