Games are something played by children and adults alike. Despite this, they remain difficult to define. I have a bias towards summer camp games as well as board games. Thus any definition I read is assessed to see how these two categories of games mesh with the definition. With this in mind I will attempt to defend the versatility of the following definition:
A mentally and or physically engaging activity in which participants choose to accept restrictions and make decisions to meet an objective.
I will break this definition into three key sections and explore whether a variety of activities are games according to each portion of the definition. I will then look at a few ambiguous activities and traditionally defined games that are excluded by the definition while lastly moving towards what my definition implies about the purpose of playing games.
Why play a game?
A mentally and or physically engaging activity in which participants choose to accept restrictions and make decisions to meet an objective.
There are several key
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As discussed in the film series, The Matrix, the illusion of choice or existence of choice is exciting for humanity. Games give participants choice. First they choose to participate, lending intrinsic motivation to their performance. Intrinsic motivation comes from within a person rather than extrinsic motivation which comes from presented rewards and punishments. The second choice comes within the structure of the game which lends a sense of freedom to an otherwise rigid system of rules and restrictions. That juxtaposition is a reason to play a game, to experience it and help make sense of more complex situations encountered outside of games. Examples may be why doctors can go to jail even if they are what society calls successful; how professional athletes receive both more scrutiny and more leniency; and how Americans expect everyone to be successful but do not give them the resources to do
Behavior modification in athletics requires the development of goals. It needs one overall goal as well as small step goals. Goal setting is one of the strongest motivational tools. Studies have shown that goals should be broken down into short-term or intermediate goals to help attain the ultimate goals; goals must be accepted by the individual; challenging goals are better than easy ones; tracking progress is useful to remain committed to goals; and a plan of action facilitates goal attainment (Annesi, 2004). With the addition of a written contract binding the athlete to their goals it acts as another enforcer to accomplish their desired behavior.
Many theorists have tried to define play as a concept, however, no two agree on a set definition. Their backgrounds and induvial lifestyles influence the way they see the importance of play. Reed and Brown also believe that there isn’t an agreed definition of play because is something that is felt rather than done (Reed & Brown, 2000 cited in Brock, Dodd’s, Jarvis & Olusoga, 2009). In spite of this, it is clear that most theorists uphold the ethos that play is imperative to a child’s learning and development. There is a wide range of different studies and theories which helps us develop our own perception of what play is. In my personal experience I have found play to be a way of expressive our emotions, exploring and learning new things, thus
I love when I score the game-winning shot in NBA 2K. I only did once in real life, but it was a scrimmage game with friends. Furthermore, it is fun coming back in a game and winning it, especially when I was the main reason we won the game. For me, epic wins give me a boost of confidence because I feel like I can do anything. It is easier to have epic wins in video games because we are not afraid of failing in a game like McGonigal said in chapter 12. I like how Extraordnaries can help a real nonprofit organization because most games we play only kill time, but their games can benefit someone else’s life. The idea of a video game in real life sounds amazing. I can accomplish goals and feel satisfied that I completed it, and I can help save lives at the same time. I agree that there is a lot of problems in our society and the world, and epic wins can help us take on these problems one step at a time because we can complete a goal and solve a problem. Also, I like how Extraordnaries can help raise awareness because these tasks they make is supposed to help someone and find a solution to a problem. I agree with McGonigal’s words that we have no intention to help a child across the world with a test unless there was someone or something that challenged us to do it. If someone challenges me
While many teenagers argue that games also teach them life lessons, they fail to allow the player to “climb into his skin and walk around in it.” (p35) Harper Lee’s book, “To Kill a Mockingbird” (published in the 1960s), is a classic novel that contains many universal themes that is still evident today. While it teaches many themes, the novel also displays admirable characters who are also considered
When they decided to end the game they all said that they would want to play again. The play observation illustrated Huizinga’s play detentions in terms of free activity, no material interest, own boundaries, and fixed rules. One person suggested to play hide and seek and the rest decided to join knowing that there is no material reward. The A team added their own rules in order to create their own boundaries. In addition, Eberle’s play framework elements of pleasure and strength were displayed by the game because each player demonstrated enjoyment during the game and they enhanced their strength by running quickly. The game also illustrated Brown’s play properties of play being voluntary, and how it diminishes consciousness of self and a desire to play again. Like stated before, every player decided to play at their own will no one forced them to. Moreover, each player did not care who played or how everyone looked like, no one felt self-conscious. Lastly, when the game ended each player said they would want to play
Video games; the only form of entertainment that has the ability to give people the freedom to do whatever they want, whenever they want, without consequences. One moment you could be hitting a home run, the next you could be bombing an enemy country, or the next you could be running from the cops with strippers, rifles, and cocaine in your back seat. All good games have similar qualities, but there a few that stand out more than others.
Standard 7- Understands that physical activity provides opportunities for enjoyment, challenge, self-expression, and social interaction.
Endurance is more than just taking the next grueling step; it is maintaining a belief that all efforts3/4 whether they are physical or mental3/4 can improve the future. This incessantly positive attitude is the very foundation of stamina, because when there is a will, a sense of self-worth, or a shard of hope, the body and mind will find a way. In addition, a positive attitude will unite a group of people in cooperation.... ... middle of paper ...
After realizing how addicting games could be, two professors from the University of Utah wanted to know the reason why people get into games. In 2008, these professors examined 152 high school students. When asked for reasons for why they played games, they all differentiated. These reasons consisted of excitement, mastery, having nothing else to do, having friends who play and also just to make them feel better. These reasons to play are relative to all level of
Bell, Chris. "Video Games: The Sport of the Future?" The Telegraph. Telegraph Media Group, 26 June 2013. Web. 11 Dec. 2013.
It’s a balancing act of motivating others, limiting your own role and working to achieve goals.
Some professionals focus on a specific area, while others study a wide range of techniques and ideas, such as imagery, motivation, and attentional focus. Imagery involves visualizing performing a task, such as participating in an athletic event or successfully performing a particular skill. The study of motivation looks at extrinsic and intrinsic motivators. Extrinsic motivators are external rewards, such as social recognition and trophies. Intrinsic motivators are a personal desire to win and a sense of pride that comes from performing a skill. Lastly, attentional focus involves the ability to tune out distractions and focus attention on the task at hand (Cherry, K., 2000).
-With the respect to people this is a process of directing their efforts, them controlling their actions , and modifying their behavior.
The driving force within individuals by which they attempt to achieve some goal in order to fulfill some needs and expectations .
The experience of game play can be described as an activity in which the player is virtually embodied in the game world. Anyone who has experienced the world of gaming knows how the engaging experience can manifest itself with “sweaty palms and chills down the spine” (http://www.eludamos.org/index.php/eludamos/article/viewArticle/80/147) when coming face-to-face with alien creatures; or with the adrenaline rush we get when racing a high speed automobile head-to-head with a friend. Gaming is an excellent source of entertainment. It provides an opportunity for social growth, provides a meaningful form of exploring expression, and provides heightened sensitivity.