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Fun, Taste, & Games: An Aesthetics of the Idle, Unproductive, and Otherwise Playful (Playful Thinking) PDF

204 Pages·2019·2.846 MB·English
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Playful Thinking Jesper Juul, Geoffrey Long, and William Uricchio, editors The Art of Failure: An Essay on the Pain of Playing Video Games, Jesper Juul, 2013 Uncertainty in Games, Greg Costikyan, 2013 Play Matters, Miguel Sicart, 2014 Works of Game: On the Aesthetics of Games and Art, John Sharp, 2015 How Games Move Us: Emotion by Design, Katherine Isbister, 2016 Playing Smart: On Games, Intelligence, and Artificial Intelligence, Julian Togelius, 2018 Fun, Taste, & Games: An Aesthetics of the Idle, Unproductive, and Otherwise Playful, John Sharp and David Thomas, 2019 Fun, Taste, & Games An Aesthetics of the Idle, Unproductive, and Otherwise Playful John Sharp and David Thomas The MIT Press Cambridge, Massachusetts London, England © 2019 Massachusetts Institute of Technology All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher. This book was set in Stone Serif by Westchester Publishing Services. Printed and bound in the United States of America. Library of Congress Cataloging-in-Publication Data Names: Sharp, John, 1967- author. | Thomas, David (L. David), author. Title: Fun, taste, & games : an aesthetics of the idle, unproductive, and otherwise playful / John Sharp and David Thomas. Other titles: Fun, taste, and games Description: Cambridge, MA : The MIT Press, 2019. | Series: Playful thinking | Includes bibliographical references and index. Identifiers: LCCN 2018022651 | ISBN 9780262039352 (hardcover : alk. paper) Subjects: LCSH: Games—Philosophy. | Amusements—Philosophy. | Play (Philosophy) Classification: LCC GV14 .S44 2019 | DDC 790.01—dc23 LC record available at https://lccn.loc.gov/2018022651 Contents On Thinking Playfully Preface I      Finding the Fun   1    The Search for Fun II     Fun   2    Reclaiming Fun   3    The Problem with Fun   4    Fun in the Age of Consumerism   5    The Aesthetic of Meaningful Choice   6    Electric Kool-Aid Playground III    Taste   7    Peeling Back the Layers of Taste   8    Monopoly, Taste, and Games   9    Duchamp + Chess 10    The Curious Case of Myst 11    We the Gamers IV    Games 12    Fun in Games 13    Coming to Terms with Basketball 14    Making Friends in a Robot Playground 15    Go East (or West or North or South) Bibliography Index List of Illustrations Figure 0.1 Figure 1.1 Figure 2.1 Figure 7.1 Figure 12.1 On Thinking Playfully Many people (we series editors included) find video games exhilarating, but it can be just as interesting to ponder why that is so. What do video games do? What can they be used for? How do they work? How do they relate to the rest of the world? Why is play both so important and so powerful? Playful Thinking is a series of short, readable, and argumentative books that share some playfulness and excitement with the games that they are about. Each book in the series is small enough to fit in a backpack or coat pocket, and combines depth with readability for any reader interested in playing more thoughtfully or thinking more playfully. This includes, but is by no means limited to, academics, game makers, and curious players. So, we are casting our net wide. Each book in our series provides a blend of new insights and interesting arguments with overviews of knowledge from game studies and other areas. You will see this reflected not just in the range of titles in our series, but in the range of authors creating them. Our basic assumption is simple: video games are such a flourishing medium that any new perspective on them is likely to show us something unseen or forgotten, including those from such unconventional voices as artists, philosophers, or specialists in other industries or fields of study. These books are bridge builders, cross-pollinating both areas with new knowledge and new ways of thinking. At its heart, this is what Playful Thinking is all about: new ways of thinking about games and new ways of using games to think about the rest of the world. Jesper Juul Geoffrey Long William Uricchio Preface The idea of fun is even more unpopular among us than the notion of beauty. —E. H. Gombrich, Tributes: Interpreters of Our Cultural Tradition Gombrich spoke the truth—fun really is an unpopular notion. Accordingly, this book attempts to untangle the complicated relationship between fun, taste, and games. More specifically, we hope to reinvigorate fun as an aesthetic framework for making sense of play and, by extension, games. In the spirit of colon-enriched academic titles, the subtitle of this book, An Aesthetics of the Idle, Unproductive, and Otherwise Playful, gets to the heart of the matter. More than simply defining another aesthetics of games, we want to confront the fact that we’re all pretty embarrassed by the idea of fun and to reclaim it as a productive, meaningful tool for understanding and appreciating play. Leonard Koren’s book Which “Aesthetics” Do You Mean? Ten Definitions collects the most popular meanings assigned to the word aesthetics: appearance, style, taste, philosophy of art, thesis or exegesis, art, beauty, beautification, cognitive mode, and language.1 Fun, Taste, & Games is preoccupied with the fourth and ninth of Koren’s definitions: a philosophy of art and the ways people phenomenologically experience and understand the sensory and emotional characteristics of an experience. In this light, we are also concerned with Koren’s fifth definition of aesthetics, a thesis or exegesis: “A coherent statement of opinion, belief, or attitude relating to some of the underlying principles of art, beauty, and/or related subjects.”2 For our purposes, let’s transpose Koren’s fifth definition to focus on fun: a coherent statement relating to the underlying principles of fun, taste, and games, with the focus on games as a particularly popular form of contemporary play. So what is fun, anyway? We return to this definition throughout the book: Fun describes when a person playfully engages with a situation or object. In this definition, play is the activity, games are the situation or object, and fun is the experience of play. This suggests that fun, rather than something else, might lie at the heart of our connection to games and play. It also suggests that play and fun exist separate from games, but we’re getting ahead of ourselves. We come at fun from very different points of view. One of us, David, a game journalist turned scholar of fun, saw the limits of not really talking about fun in the press. He also saw fun as something pervasive in life yet seldom discussed, let alone understood. The other, John—an art historian by training and now a game studies scholar, educator, and designer—saw a lack of historical and critical discussions of fun, something he connected to the struggles in establishing an aesthetics of play. Together, we saw an opportunity to consider fun from two very different but complementary approaches: we wanted to explore an aesthetics of play under the rubric of fun. The book is organized into four sections. It is anchored by the first, “Finding the Fun.” It consists of a single essay that establishes a set of conditions for experiencing fun: set-outsideness, or the precondition necessary to experience fun; ludic forms, which create the potential for a fun experience; and ambiguity as the enactment of the fun experience. These three conditions build an aesthetic framework that allows us to theorize, interrogate, and simply enjoy play and games with a new clarity. When it comes to locating a source of Western aesthetics, you would be hard-pressed to find a better point of departure than

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