Gamers Anonymous

World of Warcraft Deprivation Syndrome

While this is obviously an extreme, it does present an interesting counter argument to Caillois. “There is no doubt that play must be defined a a free and voluntary activity, a source of joy and amusement…Finally and above all, it is necessary that they be free to leave whenever they please, by saying: ‘I am not playing any more.'” (Caillois 6)

There are two sides this video could be interpret ted in relationship to these quotes. First, that is does not go against anything Caillois has said because, while the boy is unwilling to leave his game, he could freely leave if he chose to. Being forced to leave is an entirely different matter.

The opposing side would be to say that this boy does not treat this game as an a source of joy and amusement (well, maybe but to a very perverse level) but rather as a sort of addiction. If this is the case, his ability to be free to leave comes into question. When does a game, and play turn from a game and play into something different ie;  an addiction, or a mundane routine to pass time (computer solitaire)?

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  1. Carly

    The concept of players becoming overwhelmingly immersed in the games they choose to participate makes me think about the Koster readings as well. We have already discussed the qualities of games and play, but this video reminds me of our blurred definition. Although games and play are ‘outside ordinary life’ and, according to Caillois, separate and ‘make-believe’, we can see that many people associate games that have absolutely no tangibility outside the keystrokes one presses with physical consequences.

    The idea of games being separate yet almost always teaching its players made me wonder, are we contradicting ourselves in our definition, or am I being too strict in my definitions? In addition, although the games Koster describes have developed with legitimate teaching purposes, games are specifically designed for learning, and many a videogame teaches its players reflexes, time-management, and thorough exploration; are games still teaching relevant skills, and are these skills overshadowed by the habits and addiction they also ‘teach’?

    Although I am not in the links group, I also thought of this video parodying the behavior of online gamers. Strong language is used.
    http://www.youtube.com/watch?v=LCYPGnJdO1U

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