define play and game using the formal elements, place a game in the long history of human play, and explain why the Supreme Court treated video games as expression.
Instruction
Everyone has played, but few people can say precisely what a game is. Designers need that precision, because you cannot improve something you cannot name. This lesson gives you three tools: a definition of play, a list of the formal elements every game has, and a sense of where today’s games came from.
Play comes first. The Dutch historian Johan Huizinga argued in Homo Ludens (1938) that play is older than culture: animals play, children play before they can speak, and play is voluntary, set apart from ordinary life and governed by its own rules. The French sociologist Roger Caillois later sorted play into four kinds: agon (competition, as in chess or a race), alea (chance, as in dice), mimicry (pretending, as in make-believe or role-play) and ilinx (vertigo, the dizzy thrill of a swing or a spinning ride). Most video games mix several. A racing game is agon and ilinx; a card battler adds alea. Play also teaches: children learn turn-taking, fairness and strategy through games long before school names those skills.
A game is play with structure. Game designers commonly break any game into formal elements: players (how many, and in what relationship), objectives (what counts as winning or succeeding), procedures (the actions you take), rules (what is allowed and what follows), resources (what is scarce: lives, time, cards, coins), conflict (what stands in your way), boundaries (where the game stops and ordinary life starts) and outcome (how it ends). Try it on tic-tac-toe: two players; objective, three in a row; procedure, place one mark per turn; rule, you cannot mark a filled square; resource, empty squares; conflict, your opponent blocks you; boundary, the grid; outcome, win, lose or draw. If you can fill in all eight for a game, you understand its skeleton.
Games are ancient and global. The Royal Game of Ur was played in Mesopotamia more than four thousand years ago, and Senet in ancient Egypt. Mancala games, in which seeds move around rows of pits, have been played across Africa for centuries. Go comes from ancient China; chess descends from the Indian game chaturanga; the Aztec game patolli was a race game played with beans as dice. Many Native nations, including several in Southern California, play hand games, in which teams hide marked pieces and guess while singing. These are not a prelude to “real” games: they are designs so good they have lasted for millennia.
Then came computers. In 1958 physicist William Higinbotham built Tennis for Two on an oscilloscope for visitors to Brookhaven National Laboratory. In 1962 students at MIT created Spacewar! on a PDP-1 computer. In 1972 the Magnavox Odyssey, designed by Ralph Baer, brought games to home televisions, and Atari released Pong. In 1976 the Fairchild Channel F, developed by a team led by engineer Jerry Lawson, pioneered interchangeable programmable game cartridges. Game technology has since spread into other fields: flight and driving simulators, surgical training and serious games for education all use the same techniques.
Why it matters. The Supreme Court case in today’s reading began in California. The Court held that video games communicate ideas through familiar devices and through the player’s own interaction. That last phrase is the designer’s territory: in a game, meaning comes from what the player does, not only from what the player sees.
Reading: Video games as expression
Brown v. Entertainment Merchants Association, 564 U.S. 786 (2011), opinion of the Court delivered by Justice Scalia · Public domain (U.S. government work)
California had passed a law restricting the sale or rental of violent video games to minors. The Court struck it down, 7-2; Justices Thomas and Breyer dissented. Underline the two kinds of features the Court says games use to communicate.
We consider whether a California law imposing restrictions on violent video games comports with the First Amendment.
Like the protected books, plays, and movies that preceded them, video games communicate ideas—and even social messages—through many familiar literary devices (such as characters, dialogue, plot, and music) and through features distinctive to the medium (such as the player’s interaction with the virtual world). That suffices to confer First Amendment protection.
Formative check
Work through these before moving on. They are not graded — they tell you, and your teacher, whether the standard below has landed yet.
Objective
Tap to revealWhat counts as winning or succeeding
Procedure
Tap to revealAn action a player can take, such as rolling or jumping
Resource
Tap to revealSomething scarce that players manage: lives, time, cards, coins
Boundary
Tap to revealWhere the game stops and ordinary life starts
Alea
Tap to revealPlay based on chance
Ilinx
Tap to revealPlay based on vertigo or physical thrill
In a game of musical chairs, which formal element are the chairs?
The Supreme Court held in Brown v. Entertainment Merchants Association that video games are not protected speech because players interact with them.
Break one non-digital game you know well into all eight formal elements. Then name the kind or kinds of play (agon, alea, mimicry, ilinx) it offers, and one thing a child learns by playing it.
How confident are you that you can define play and game with the formal elements and place a game in the history of play?