A Theory of Fun
Jan. 15th, 2006 12:36 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
A Theory of Fun (via
crasch), written by a video game designer, seems to be very interesting. Has anyone read it?
This link was in response to this interesting comment by
fishsupreme:
Can we make work more like play, and still be productive? Or are feelings of drudgery and boredom inseparably linked to the nature of obligation, to the feeling that one has no choice?
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This link was in response to this interesting comment by
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Currently I am trying to figure out why playing World of Warcraft is more fun than going to work. Sure, it's obvious to everyone that games are more fun than working... but why? What is the essential "gameness" of games vs. the essential "workness" of work that makes them different? Is there some way to tap into this key difference to find a pursuit that is productive and income-generating but lacks "workness" while possessing "gameness"? Some of the obvious things turn out to be red herrings (games can be repetitive, non-goal-driven, and involve following orders, for instance, yet remain fun.)
Can we make work more like play, and still be productive? Or are feelings of drudgery and boredom inseparably linked to the nature of obligation, to the feeling that one has no choice?
(no subject)
Date: 2006-01-14 10:55 pm (UTC)(no subject)
Date: 2006-01-14 11:03 pm (UTC)However, when work isn't fun, it's because it forces me to be too extroverted. Then, I can tailor my game selection to taste :)
(no subject)
Date: 2006-01-16 06:26 pm (UTC)About work, Koster's basic thesis is that fun = learning. He'd like to see more games about learning more than running around mazes, etc.