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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their comparative study, Salen <strong>and</strong> Zimmerman (ibid. p 80) combined the<br />
different definitions <strong>and</strong> suggested the following definition: “A game is a<br />
system in which players engage in an artificial conflict, defined by rules, that<br />
results in a quantifiable outcome.” This does not sound exactly the same<br />
<strong>as</strong> what w<strong>as</strong> said above about design <strong>games</strong> having some commonalities.<br />
What then makes something a design game <strong>and</strong> how is it related to Salen<br />
<strong>and</strong> Zimmerman’s definition of a game? This question h<strong>as</strong> inspired me<br />
since the beginning of my research journey.<br />
The work h<strong>as</strong> been grounded in design research <strong>and</strong> co-design, <strong>and</strong><br />
<strong>games</strong> that have been developed in other contexts <strong>and</strong> for other purposes<br />
are excluded, including a variety of sport <strong>games</strong> <strong>and</strong> board, card <strong>and</strong> video<br />
<strong>games</strong> played both for ple<strong>as</strong>ure or, for example, for educational purposes.<br />
The research approach h<strong>as</strong> determined the focus; the empirical c<strong>as</strong>e studies<br />
that are the main focus of interest have been conducted in design research<br />
projects that do not deal with the above-mentioned game contexts.<br />
Nevertheless, some views outside the context of design research are<br />
embraced to deepen the underst<strong>and</strong>ing of different perspectives on play,<br />
<strong>games</strong>, <strong>and</strong> performance – the main terms embedded within the term<br />
“design <strong>games</strong>”. One of these views is Dutch historian Johan Huizinga’s<br />
(1950) book Homo ludens – a study of the play element in culture, in which<br />
he analyses several fundamental characteristics of “play” <strong>and</strong> presents his<br />
famous concept of “homo ludens”, in English “playing man”. The second<br />
reference that comes from outside the context of design research comes<br />
from the French philosopher <strong>and</strong> writer Roger Caillois (1961), who criticises<br />
Huizinga for focusing only on play <strong>and</strong>, hence, failing to describe<br />
“<strong>games</strong>” more generally. To fill in this gap, Caillois studies play <strong>and</strong> <strong>games</strong><br />
in connection to one another in his book Man, Play <strong>and</strong> Games, in which<br />
he cl<strong>as</strong>sifies <strong>games</strong> b<strong>as</strong>ed on the most dominant qualities or objectives:<br />
competition, chance, simulation or vertigo.<br />
In line with Caillois, I find play <strong>and</strong> <strong>games</strong> to be closely related to one<br />
another, <strong>and</strong> also inseparable parts of design <strong>games</strong>. There is one other<br />
related term that needs to be considered: that of “performance”. Here I<br />
build on theatre director <strong>and</strong> Professor Richard Schechner’s studies on<br />
performance (1985; 1988/2003; 2006) <strong>and</strong> the way he draws a picture of<br />
the performance process <strong>and</strong> the different roles in it. According to these<br />
three authors (Huizinga, Caillois, Schechner), play can be described in<br />
countless ways, for instance <strong>as</strong> biological, sociological or cultural phenomena.<br />
The same goes with <strong>games</strong> <strong>and</strong> performance; they also are fuzzy<br />
terms <strong>and</strong> many approaches are possible.<br />
In this study, I will explore play, <strong>games</strong> <strong>and</strong> performance within the<br />
context of co-design, or, more precisely, I will <strong>as</strong>sess their possible implications<br />
for the method called design <strong>games</strong>. Therefore, instead of providing<br />
exhaustive definitions to guide the reader in his/her journey, I will<br />
present different interpretations, methods of use, <strong>and</strong> <strong>as</strong>pects of those<br />
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