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[personal profile] gusl
A Theory of Fun (via [livejournal.com profile] 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 [livejournal.com profile] fishsupreme:
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)
From: [identity profile] ernunnos.livejournal.com
Most MMORPGs and RTS games start feeling like work to me in very short order. So I don't think that's a very good goal, at least not for me.

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