{"id":2947,"date":"2023-11-17T10:54:04","date_gmt":"2023-11-17T09:54:04","guid":{"rendered":"https:\/\/www.jesperjuul.net\/ludologist\/?p=2947"},"modified":"2025-01-03T13:41:29","modified_gmt":"2025-01-03T12:41:29","slug":"the-game-the-player-the-world-at-20-years","status":"publish","type":"post","link":"https:\/\/www.jesperjuul.net\/ludologist\/2023\/11\/17\/the-game-the-player-the-world-at-20-years\/","title":{"rendered":"The Game, the Player, the World at 20 Years"},"content":{"rendered":"<p><em>20th Anniversary notes on <a href=\"https:\/\/www.jesperjuul.net\/text\/gameplayerworld\/\">The Game, the Player, the World: Looking for a Heart of Gameness<\/a>.<\/em><\/p>\n<h2>What is a Game?<\/h2>\n<p><strong>What is a game?<\/strong> Early in my career, people wanted to know, but should I try to respond? In <a href=\"https:\/\/www.jesperjuul.net\/text\/gameplayerworld\/\">The Game, the Player, the World: Looking for a Heart of Gameness<\/a>\u00a0I tried to give an answer that was attentive to the ways we use the word \u201cgame\u201d, open to change, and useful for generating new kinds of games. I presented the paper as a keynote talk at <a href=\"https:\/\/digra2003.org\/\">2003 DiGRA conference in Utrecht<\/a>, an early career highlight for me.<\/p>\n<p><strong>What is a game?<\/strong> Many people had already tried to answer the question and I had read many previous game definitions. Though I thought the paper was comprehensive, it turned out that I had overlooked writers like Celia Pearce and Clark C. Abt, but I felt that the previous definitions shared difficulties both in dealing with history and with the difference between games and other structured activities, such as going to the university.<\/p>\n<p><strong>What is a game?<\/strong> I wanted to answer this by examining points of contention about what we consider, or don\u2019t consider, a game \u2013 that is, I made <em>descriptive<\/em> definition of how the category of games functions, rather than a static and prescriptive one.<\/p>\n<p><strong>Technically<\/strong>, I think the paper did three things that were different than previous attempts. (It is entirely possible that all makers of game definitions consider themselves unique.)<\/p>\n<ol>\n<li>To account for change and to be open to new experiments coming along, the paper\u00a0describes a <em>classic<\/em> game model, and shows how video games are moving beyond that model.<\/li>\n<li>My definition is a <em>cluster definition<\/em> where I show how removing different components will give different changes, such that it becomes open to examine borderline cases and change. For example, with the continued growth of persistent games with RPG-like stats that remain over time \u2013 think all mobile games &#8211; \u201coutcome\u201d now feels less central to games than it did in 2003.<\/li>\n<li>Where previous writers had argued about whether games were productive or unproductive, I say that games are really defined by this discussion, by the fact that we can negotiate the consequences of playing.<a href=\"#_ftn1\" name=\"_ftnref1\">[1]<\/a><\/li>\n<\/ol>\n<h2>Changing Meaning in Real-time<\/h2>\n<p>Reading the text again, it is striking that three terms have changed meaning during the intervening twenty years:<\/p>\n<p><strong>Telephone<\/strong>: A student asked me why the paper states that telephones aren\u2019t used for playing games, since this seems to be common today. A good question, but at the time of writing, \u201ctelephone\u201d meant a landline phone. We did have mobile phones and we played games on them, but not on landline \u201ctelephones\u201d.<\/p>\n<p><strong>Hypertext fiction<\/strong>: In 2003, \u201cHypertext Fiction\u201d referred to experimental literature such as Shelley Jackson\u2019s <em>Patchwork Girl<\/em>. I discuss in <a href=\"https:\/\/www.jesperjuul.net\/handmadepixels\/\">Handmade Pixels<\/a> how 1990s <a href=\"https:\/\/www.eastgate.com\/\">hypertext fiction<\/a> writers felt it important that, to be taken seriously, their works were <em>not<\/em> considered games, and in this paper, I respect that and place them outside the classic game circle. Yet appearing during the 2010s, the genre of <a href=\"https:\/\/itch.io\/games\/made-with-twine\">Twine games<\/a> had some surface similarities to Hypertext Fiction, but were either structured as games, or referred to game conventions (sometimes by rejecting them). Though Twine games are sometimes <em>also <\/em>called \u201chypertext fiction\u201d, I always argue that Twine games <em>are<\/em> games.<\/p>\n<p><strong>Game<\/strong>: Much experimental work eschewed the \u201cgame\u201d label twenty years ago, perhaps because it sounded unserious, but today we have much more work that tries to make games into something new, and my original paper did fully not anticipate Modern Art-like strategies of working in the game tradition by strongly breaking with that tradition. I think experimental game work can exist in part because some of the stigma of \u201cgames\u201d has disappeared, and while \u2013 as I note in the paper \u2013 games such as <em>SimCity<\/em> were originally not classed as game by the creator, there is now widespread agreement that a game can be an open-ended simulation that does not need to tell you what is good or bad (\u201cvalorization of outcomes\u201d), and that game form can also serve to deliver fixed experience over which you have minimal control and responsibility as a player (\u201cplayer attached to outcome\u201d), as with the <em>walking simulator<\/em> genre. Game, or especially <em>video game<\/em>, can now stand for any audiovisual experience with player input.<\/p>\n<h2><strong>Pedagogy<\/strong><\/h2>\n<p>I work from the assumption that it is easier to break the rules if you know them, so I expose students to conventions in different genres and ways to break them, so that students can decide how (and if) they want their games to be experimental.<\/p>\n<p><strong>How I use <em>The Game, the Player, the World <\/em>in teaching<\/strong>:\u00a0I find the article useful for teaching, both to get students to see themselves as active thinkers about theory and games, and for creating new ideas:<\/p>\n<ol>\n<li>I start by asking students to come up with their own game definitions in groups, then present it to other groups who try to identify when a definition is too narrow or too broad. This gives us a shared sense of what is strange or difficult about games.<\/li>\n<li>I show recent games which challenge the classic game model and\/or the student definitions.<\/li>\n<li>I ask the students to create an almost-not-a-game for the next session \u2013 anything that they would be unsure whether to call a game.<\/li>\n<li>We play these games and discuss what they make us think about the cultural category of games, and how thinking about conventions can be productive for coming up with new ideas.<\/li>\n<\/ol>\n<p>&nbsp;<\/p>\n<p><em>The Game, The Player, the World<\/em> taught me that it can be productive to examine fundamental questions, but often by providing different kinds of answers than expected.<\/p>\n<p>&nbsp;<\/p>\n<p><a href=\"#_ftnref1\" name=\"_ftn1\">[1]<\/a> I think this was inspired by Todorov\u2019s account of <em>The Fantastic<\/em> in literature.<\/p>\n<p>PS. I still don&#8217;t think Wittgenstein said anything profound about games specifically (or about <em>Spiele)<\/em>. I read him as making a much broader point &#8211; that we cannot assume that a given word has a clearly delineated meaning, which is clearly true. Unfortunately, he is usually invoked to <em>avoid<\/em> examining the complex meanings of a word, especially the word <em>game<\/em>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>20th Anniversary notes on The Game, the Player, the World: Looking for a Heart of Gameness. What is a Game? What is a game? Early in my career, people wanted to know, but should I try to respond? In The Game, the Player, the World: Looking for a Heart of Gameness\u00a0I tried to give an &hellip; <a href=\"https:\/\/www.jesperjuul.net\/ludologist\/2023\/11\/17\/the-game-the-player-the-world-at-20-years\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;The Game, the Player, the World at 20 Years&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"inline_featured_image":false,"footnotes":""},"categories":[2,20],"tags":[],"class_list":["post-2947","post","type-post","status-publish","format-standard","hentry","category-games","category-readings"],"_links":{"self":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/posts\/2947","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/comments?post=2947"}],"version-history":[{"count":18,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/posts\/2947\/revisions"}],"predecessor-version":[{"id":3131,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/posts\/2947\/revisions\/3131"}],"wp:attachment":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/media?parent=2947"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/categories?post=2947"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/tags?post=2947"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}