Week3 Questions

  • how does mary flanagan’s definition of game differ from chris crawford’s as well as the definition crafted by katie salen and eric zimmerman?  To me, Mary Flanagan’s is the broadest definition. Mary Flanagan defines a game as “situations with guidelines and procedures.” Chris Crawford says a game is a “system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.” Katie Salen and Eric Zimmerman say it is “a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.” One difference between Mary Flanagan and the others is the fact that she doesn’t specify that it must be artificial.
  • what is an activist game? activist games are designed to change the players mind and promote a social message.
  • go and chess are examples of games that feature “perfect information”, what other games share that feature? checkers and tic tac toe
  • why might chance or gambling games hold spiritual or religious importance to ancient cultures? Perhaps it would be seen as symbolism of the will of the divine.
  • when was the earliest battle between government/ religious groups and games? what modern games can you think of that have been banned or demonized? perhaps in ancient greece and early Christianity. They didn’t like gambling and so games using this mechanic were frowned upon.
  • what is a fox game, and what would be a modern example? a fox game is where the opponents have unbalanced powers or rules working in their favor. Maybe pokemon is a fox game?
  • what was the purpose or intent of the game: Mansion of Happiness? players compete to be the first to reach “happiness,” or heaven, a large square in the center of the board. Progress is attained through good moral conduct in the context of the home.
  • Why do artists from the Fluxus and Surealist movements play games? Why did Surealists believe games might help everyone? They were both interested in exploring art in new ways. The Fluxus movement embraced playfulness, interactivity, and spontaneity and so gaming would be the perfect outlet. Games can be interactive art that draws people together around a social issue. Surealists believed that games would help people break out of the everyday rigidity of life.
  • Changes in what can signal profound changes in games? How were pinball games reskinned during WW2? Cultural changes can lead to game changes. As the US government cracked down on gambling, the gambling-esque features of pinball games had to be altered. (some machines were banned). Players no longer were offered cash rewards but only tokens. This changed the perception of the game from a gambling game to a skill-based game.
  • What statements did Fluxus artists make by reskinning games like monopoly and ping pong? By reskinning Monopoly, they made a critique on capitalism and demonstrated their perspective on the economy. The artists also proved how rules of play can shape our understanding of economics and success.
  • How are artists like Lilian Ball, Marcel Duchamp, Takako Saito, Yoko Ono, Gabriel Orozco and Ruth Catlowusing war games? These artists have use their craft to interactive experiences that allowed players to engage in something that combatted an issue.
  • Why is it important for players to have agency in a critical or serious game? Players must feel that their decisions impact the gameplay and storyline. As defined by Janet Murray, agency is “the satisfying power to take meaningful action and see the results of our decisions and choices.”

One Reply to “Week3 Questions”

  1. I like the message the “Mansion of Happiness” game explores. I think that it is healthy for anyone playing the game to reflect upon their morality. Games like these could make the world a better place.

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