Talking points: Games, sharing culture, and connecting people

[First posted on the IGD blog on July 5, 2013]

Hello folks! This is the second of that series of more detailed talking points we mentioned. Here’s the summary from that original post:

If we’re talking about sharing culture, games are the form of culture that you (usually) have to share to experience. For that reason, games foster socialisation and allow members of the community to connect across demographic barriers like age, gender, ethnic background – even language.

We’ve previously established that games are culture. And it’s in the nature of games that most of them require playing with other people, and reward engaging attentively with the people with whom you’re playing.

When it comes to sports – i.e. body-games – these benefits are undisputed, or even (somewhat self-fulfillingly) exaggerated. There are undeniable bonding effects to exercising together for a common purpose, as anyone who’s ever undertaken strenuous physical labour with others can attest. But it seems likely to me that a considerable part of the bonding effects of sports (and especially where that bonding occurs across team lines, where time spent exercising in close proximity is not a factor) is about the intensity with which you are having to anticipate the actions of others – to imagine yourself in their position.

Everyone from mixed martial arts fighters and football players to poker and go players (or practitioners of both, such as chessboxers) speaks of the importance of understanding your opponent. And in a team context, knowing the actions (and temperaments) of your team is just as important. Clearly, any game which involves more than one player is going to reward an ability to put oneself in another’s shoes.

(And even a single-player game can reward the same kind of engagement with its creators, and analysis of their themes and arguments, as a book; but as with books, it’s a much more serial relationship, with the creator thinking about the audience only at the time of creation, and the audience thinking about the creator only after publication. Game players are interacting more simultaneously and – especially if they’re playing over a common tabletop – immediately.)

And when that understanding is paired with an activity which one finds inherently pleasurable – such as the brainwork of a game – it’s no surprise that friendships are formed at least as often as rivalries. And because games are fundamentally informational in nature, the point of commonality has no inherent link to any characteristic such as fitness, gender, age (barring the very young, because of their lack of neurological development), race… meaning games can be the basis of friendship between wildly disparate people.  Think of the intense relationships formed over the chessboards of World Championships, where there may not even be a common language, and you can see how this might work.

In fact, there is a long history of games being consciously used as bonding exercises. The modern obsession with sports, which has its roots in the character-building (and in more cynical cases, army-building) ambitions of the Victorian-era educators, is just the most recent incarnation. It’s mentioned as early as Book One of the first work of Western history, Herodotus’s Histories: the ancient Lydians, faced with a famine, used games to keep their community together through 18 years of grinding hunger, eating only every second day, and playing games on the days they didn’t eat. And in the context of a starving populace, it seems hard to believe that this was Olympic-style athletic games; the games here were probably something like modern tabletop games.

This is very much applicable to the library, if we choose to use them this way. It’s a recurring theme in the comments about past IGDs. It was also an ongoing motif in the study trip I took from Australia to the States, where I spoke to people from over a dozen library services about the uses of games. Games were used to provide constructive channels for socialisation, especially for teens; but targeted appropriately, they were just as effective for adults and indeed for groups of mixed ages. (The lack of links here is because this was not regarded as worth documenting: the games were not catalogued, their use was not recorded, patron feedback was not monitored, and no metrics were captured. After all, it’s only games…)

So if you have stories about games encouraging people to socialise across demographic boundaries, share them below!

(Click here for our third Talking Points post – “Games and theory of mind”.)

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