Let´s play to the game of definitions
Every attempt of definition or characterization of game have to face an evident, known, familiar as well as complex interpretation of reality. That is why, games as social manifestation resist to any definitive “conceptual explanation” attempt.
Games are a way of communication and expression that combines both thinking and action; they give us satisfaction and achievement sensation. Gaming might be considered as a way to read reality, to know, to connect with other people, to work and to transform situations, in other words, to learn how to live.
During the last years, the discussion on games and gaming culture has been very vibrant. Lately, gaming industry has been the fastest growing sector of the entertainment industry. For that reason, there is a generation of academics who have defined and studied games: how gaming affects gamers and how games affect our society. In spite of this, it might be impossible to know games just from a theoretical perspective as well as it might be impossible to know games just from the empirical vision. Both perspectives may be combined in order to define and understand games.
I asked some friends from different countries what a game was for them. Most of them refer to concepts such as experience, fiction-reality, practice, sensation, entertainment, enjoyment. They referred to qualitative components of games: how a group of people decide to play, to come to an agreement in rules, the chance to modify them, the way to get in or off from the game. I got surprised because I was expecting them to link games with computer or consoles but they mostly speak about games in general and the act of playing, except one of them who made a summary of the history of video and computer games ending with references to the world phenomenon WOW (World of Warcraft) and its important influence in people. When I asked for a definition, one American boy spoke about a Youtube video entitled “expand the definition of gaming”. He suggests the difficulty of the definition since almost every year new games experiences come into view and depending of the year you were born you will define games differently.
On the other hand, we have groups of academics whose view is more linked to quantitative components: people or characters involved in the game, game´s support, game´s space and game´s time. It could be exemplified in definitions of games by authors such as David Kelley or definitions found in encyclopedias. The focus on qualitative or quantitative elements of the game is the main difference between my friends´ definitions and scholar´s definitions of game.
At the same time, it might be commented how depending on the country my friends where from or the area or subject they are studying the definition and the games they refer as examples are different. Most of the Spanish refer to board games or card games as a consequence of the old card games tradition in the country, whereas Japanese people refer mostly to videogames since
Japan is the country with more latent gaming culture. I also asked a student of pedagogy about her idea of games and she answered me with a functional definition related with free searching of fictional purpose.
As a conclusion of my research, I may say I agree with both points of view but the best way to define and understand games is combine both, experience with games and reading academics texts about the subject. A good and understandable definition may include references to qualitative and quantitative elements of games as well as be functional. An excellent example of a mix-definition is J. Huizinga who defines games as “a free activity standing quite consciously outside ”ordinary” life as being ”not serious”, but at the same time absorbing the player intensely and utterly. It is an activity connected with no material interest, and no profit can be gained by it. It proceeds within its own proper boundaries of time and space according to fixed rules and in an orderly manner. It promotes the formation of social groupings which tend to surround themselves with secrecy and to stress their difference from the common world by disguise or other means”1 .