Talking points: Games, seriousness, poetry, and fun

[First posted on the IGD blog on September 10, 2013]

Welcome to the fourth, and penultimate, entry in that series of more detailed talking points we mentioned. Here’s the summary from the original post:

Games can be serious, poetic and expressive – or trivial, silly and fun – and be so brilliantly or leadenly, just the way other forms of culture can. (Does anyone seriously dispute that, fluff though P.G. Wodehouse’s work is, it’s completely brilliant fluff?)

We’ve seen that games are culture that creates connections between people, and forces us to exercise our capacity for mindfulness. All of these points were made to show that the assumption that games are mere bits of fun not worth being taken seriously by libraries is an ill-considered kneejerk reaction, and hopefully that point has been made.

So now I want to take a step back and reflect on that notion of “mere fun” – the idea that something fun inherently has less value or meaning, and should be treated dismissively – especially in reference to games.

Contrary to that common assumption, the fact that games are fun is not, in fact, a mark of triviality. On the contrary, it is a sign that they speak to something deeply embedded in what it is to be human. When music evokes strong emotional reactions, that is understood to be a mark of its quality; visual arts likewise. Prose or poetry that move us are recognised as being important for that reason. That games typically evoke different emotions, emotions more suited to active engagement rather than reflection, does not mean that we are less obliged to attempt to understand why and how they do so, or that we will be less rewarded by the attempt.

Part of the problem seems to come from the assumption that fun and seriousness are somehow opposites. Nothing could be further from the truth. “Fun”, the spirit of play, is a distinguishing characteristic of humanity at its most fully engaged, as pioneering psychological thinker Mihalyi Csiksentmihalyi explores in his seminal work Flow. The flow-state he describes in this book is attained by finding a sweet spot where the mind is focused and highly but not overwhelmingly challenged, much like the best physical exercise. Flow, unsurprisingly, is highly conducive to happiness and mental health. Notably for libraries, Csiksentmihalyi’s work on flow is also deeply concerned with its relationship to learning.

It is no coincidence that one of the communities where his work is most widely known is in the game design community, with pioneering indie game development company thatgamecompany actually naming one of their earlier games (or possibly two) after it. Fun and seriousness can be inextricably intertwined – if you’ve ever fallen in (requited) love, or played with a child to whom you have a close bond, odds are that you’ve experienced this firsthand.

Even in less intensely intimate interactions, people engrossed in play may be laughing their heads off, but still be taking the experience very seriously; conversely, players maybe concentrating intently, and even to outward appearances grimly, and inwardly having an exhilarating, even transcendentally joyous experience.

Outside the context of formal play, encountering truly poetic works in any medium (“poetic” here used in the broader sense of “beautifully made for its moment”, as in “poetic justice”) also inspires this same mixture of an upwelling of joy and exhilaration with a state of profound awareness and reflection. That games more often approach this intersection from the side of fun rather than seriousness does not mean they cannot reach it. And given that they can, surely we should be cultivating the medium – as we do others – to assist them to do so as often as possible.

Even if “fun” and “serious” were opposites, there is nothing saying that they are synonymous with “insignificant” and “important” respectively. We all know people who are both deadly serious and deathly dull, and conversely people who are alight not only with fun but with intelligence, wisdom and wit as well. In fact, I would say that being serious without a sense of fun is more likely to be a dangerous quality than having a sense of fun untempered by seriousness, and that combining both fun and seriousness is significantly preferable to either alone.

This has been recognised by thinkers throughout history. James P. Carse wrote a book called Finite and Infinite Games which is well worth reading (and not only in this connection). And it’s no coincidence that the quote chosen to start off the world’s first Global Gossip Game was from no less a figure than Playto: “Life must be lived as play.” (Technically this is a translated paraphrase, but it’s widely quoted in this form. I mention this point because it’s important to be accurate, lest distortions creep into our communication and we end up with “He bites snails.”)

Now, none of this is to say that anything that gives someone a giggle or whiles away an hour is noble and enduring and should be in our collections. LOLCats.com isn’t A Comedy of Errors. (Ah, the power of italicization.) But we stock Mills & Boon novels, and I’m pretty sure not all of those are classics to be preserved for the ages, and I’m also pretty sure that the people reading them are already about as literate as they’re going to get from reading Mills & Boon. None of this is to say that we should stop stocking those books; I’m just pointing out that this does suggest that we recognise the value of sharing culture purely for the sake of the pleasure it affords. So even if we decide that games by their nature cannot be serious or improving, that still would not be a sufficient basis on which to ignore them. And we cannot in good faith decide any such thing when examples and evidence to the contrary abound.

Given that, as we’ve previously discussed, games can be powerful cultural experiences, that they exercise the brain, that they improve our capacity to analyse systems and to put ourselves in other people’s shoes, that they are well-suited to the library, and that the library is well-suited to them – and that on top of all that, they’re fun – surely it’s time we started engaging with them more rigorously, bringing the best of the intelligent, widely cultured library perspective to games, and bringing the best of games to the library experience.

(Click here for our last Talking Points post – “Games, systems, and systems literacy”.)

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Talking points: Why games in libraries?

Hi folks! I’m going to repost a series I wrote for the International Games Day @ your library blog during my 2013 editorship thereof, both because I am happy enough with the way they state the case that I want them to find more readers, and because I am reasonably likely to refer to them a fair bit and it is easier to link content on my own blog 🙂

I’ll post the introduction today and then an additional entry each following day.

Talking points: Why games in libraries?

[First posted on the IGD blog on May 22, 2013]

Hey everyone! So one of the things we’re planning on doing is offering you some talking points for those conversations about why games are even happening in libraries. This first post will give the overview, and then we’ll go into more detail on each point as we go along.

Before we begin, it’s important to recognise that libraries are about books. It’s right there in the name, after all – “Library” is closely derived from the Latin word for “[place] of books”.

But libraries have always been about more than books being in a place. They have been about storing them, yes, but also about making them accessible. Hence the physical care of books is only part of a library’s job – we also catalogue them.

Even that is just a means to an end, though, and it’s important to recognise this as the familiar physical medium of books – the bound codex – moves into the electronic realm. Ultimately what a library is about is providing a place where a community can share culture, information, ideas, beauty – where human thought can be made accessible for people to engage in self-directed study and exploration. And the community is an equally important part of the equation.

Take the iconic library, the Library of Alexandria. It’s estimated it held half a million scrolls. (Note: scrolls. Not codices, not books as we know them. Physical form is not the point.) In addition to shelves, chairs, tables and study spaces, it also held lecture theatres and even dissection rooms. Again, the community of self-directed learners was as much the point as the works they studied (and in turn produced – which leads us onto a whole fascinating tangent for another time).

So that’s great and all, but what relevance does it have to games in libraries? Well:

  • Games are a form of culture that is as old as culture. Every known culture (pretty much) has some sort of games. If libraries can support movies and music and other forms of culture, games have a place at the table too – especially since, unlike most other forms of art, the closest thing we have to a public institution dedicated to playing games is usually a casino. [Full post up here.]
  • 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. [Full post up here.]
  • Further, games develop and reward theory of mind – the mental models we each have of what other people are thinking. [Full post up here.]
  • Games can be serious, poetic and expressive – or trivial, silly and fun – and be so brilliantly or leadenly, just the way other forms of culture can. (Does anyone seriously dispute that, fluff though P.G. Wodehouse’s work is, it’s completely brilliant fluff?) [Full post up here.]
  • Games are systems, and fostering intelligent literacy about systems is an important educational goal on par with fostering intelligent literacy about words. [Full post up here.]

We’ll come back to each of these points over the coming months, but hopefully that will get some ideas flowing. Let us know what you think!

(Click here to start reading the series in order.)

Bonus TED video: Your brain on video games (because who doesn’t enjoy the occasional TED talk?)