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Yet,=20
even as we pander to these distasteful emotions, we delicately mask =
them in=20
less offensive garb. We never, never obliterate human beings; instead, =
we=20
vaporize ugly space monsters. The monsters have perpetrated some =
odious=20
interstellar crime, so the player is cast as the defender, the =
protector, or=20
the avenger. The case is often presented that the game represents a =
time of=20
extreme crisis ("THE FATE OF HUMANITY IS AT STAKE!!!"). This heightens =
the=20
player=92s sense of urgency; it also conveniently justifies the use of =
extreme=20
violence, thereby allowing the player to have violence without guilt. =
The=20
player can thumb his nose at social strictures and engage in violence =
and mass=20
murder without risking censure. The game provides a safe way to thumb =
one=92s=20
nose. <FONT size=3D-1><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter2.html#=
top">Top</A>=20
</FONT></P>
<P><A name=3DProving></A><B>Proving Oneself</B></P>
<P>Another function of games is as a means of demonstrating prowess. =
All games=20
support this motivation to a greater or lesser degree. Many =
game-playing=20
communities sponsor tournaments or player ratings. Arcade games =
support this=20
function by recording and displaying the initials of the top-scoring =
players.=20
There are also players who carry this to extremes. Their prime goal is =
not=20
merely to win, but to beat somebody, preferably somebody worth =
beating. Chess=20
has an unusually high concentration of such sharks; so do wargames. A =
common=20
question asked during a wargame is "Are you playing for blood or for =
fun?"=20
Such players normally prefer games that allow their skill to be =
properly=20
brought to bear, so they tend towards games in which chance plays a =
minimal=20
role.</P>
<P>Despite this concentration of such players in deductive logic =
games, almost=20
all games have sharks preying on the playful players. When a shark =
plays for=20
serious rewards (e.g., social dominance) and -takes serious risks of =
failure,=20
the crucial element of safety is eliminated from the game, and the =
game ceases=20
to be a game; it becomes a conflict.</P>
<P>Inasmuch as all games have the potential for being played in an =
overly=20
competitive way, some people who are especially sensitive to the =
social risks=20
of game-as-conflict refuse to play games, for they do not perceive the =
games=20
to be safe. If they do play, they prefer to play games of pure chance, =
not so=20
much to disable or discourage the shark as to create a situation in =
which=20
winning is patently unrelated to prowess. If winning is arbitrary, =
social risk=20
is eliminated and safety is restored.</P>
<P>It is impossible to design a game that is unalterably safe (i.e.,=20
invulnerable to sharks) without resorting to pure chance as the sole=20
determinant of victory. If the game in any way allows individual =
prowess to=20
affect the outcome, then the outcome is perceivable as a reflection of =
individual prowess. In most games, safety from social risk is =
conferred onto=20
the game by the attitudes of the players, the willingness to say, =
<I>"It=92s only=20
a game." </I><FONT size=3D-1><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter2.html#=
top">Top</A>=20
</FONT></P>
<P><A name=3DSocial></A><B>Social Lubrication</B></P>
<P>Games are frequently used (especially by adults) as social =
lubricants. The=20
game itself is of minor importance to the players; its real =
significance is=20
its function as a focus around which an evening of socializing will be =
built.=20
Card games and some light board games serve this function. An =
excellent=20
example of such a social lubricant game is a game utilizing a large =
plastic=20
gameboard about four feet square that is marked with colored spots. On =
each=20
player=92s turn, a random process is used to determine which of four =
appendages=20
(arms or legs) is to be placed on which spot on the board. As the =
players=20
contort to fulfill the game requirements, they inevitably make =
physical=20
contact with each other in innocent and foolishly humorous ways. =
Social=20
interaction is thereby fostered. <FONT size=3D-1><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter2.html#=
top">Top</A>=20
</FONT></P>
<P><A name=3DExercise></A><B>Exercise</B></P>
<P>Exercise is another common motivation to play games. The exercise =
can be=20
mental or physical or some combination of both; in either event, the =
game is=20
an entertaining way to stay in shape. Some players like to exercise =
their=20
cognitive skills, while others prefer the use of intuition. Some =
players=20
prefer to exercise their athletic skills. Furthermore, players need to =
exercise their skills at an appropriate level. A chess player will get =
very=20
little exercise out of a game of tic-tac-toe. Similarly, a person who =
finds=20
tic-tac-toe challenging will get little useful exercise out of chess. =
These=20
preferences sort players out and route them to the different games =
available.=20
<FONT size=3D-1><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter2.html#=
top">Top</A>=20
</FONT></P>
<P><A name=3D"Need for"></A><B>Need for Acknowledgment</B></P>
<P>We all need to be acknowledged, to be recognized by other people. =
The=20
acknowledgment we crave is not merely an acknowledgment of our =
existence, but=20
of our personalities. For example, when we meet a casual acquaintance, =
we=20
usually get a perfunctory acknowledgment ("Hello there, Jones.") We =
are more=20
gratified when the greeting in some way acknowledges us as individuals =
with=20
special personalities and problems ("Hello there, Jones; is that knee =
still=20
bothering you?")</P>
<P>The popularity of pets provide another example of the need for=20
acknowledgment. Why on earth do we keep in our homes animals that =
require=20
food, veterinary attention, and sanitary maintenance? Because they =
acknowledge=20
us. We can interact with pets; we talk to them, play with them, and =
emote with=20
them. A dog is an especially responsive creature; it can read our =
facial=20
expressions and interpret our tone of voice. A smile will trigger=20
tall-wagging; a kind word will precipitate jumping, licking, barking, =
or some=20
other expression of affection. Goldfish, by contrast, neither =
appreciate nor=20
express emotion. Thus, even though goldfish are much easier to care =
for, most=20
people prefer dogs as pets. People value acknowledgment enough to =
expend the=20
effort to obtain it.</P>
<P>This is one reason why interaction is so important to a game; it =
allows the=20
two players to acknowledge each other. A truly excellent game allows =
us to=20
imprint a greater portion of our personalities into our game-playing. =
Such a=20
game allows me to play in a way that only I could have played it. My =
opponent=20
must look beyond the playing pieces and acknowledge my cleverness, my=20
rashness, my deviousness, my entire personality. When such a game =
ends, my=20
opponent and I know each other better than we did before we sat down =
to=20
play.</P>
<P><A name=3DSummary></A><B>Summary</B></P>
<P>Many factors play a role in motivating a person to play a game. The =
original (and almost instinctive) motivation is to learn, but other=20
motivations come to bear as well. <FONT size=3D-1><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter2.html#=
top">Top</A>=20
</FONT></P>
<P><A name=3D"MOTIVATION VERSUS"></A><B>MOTIVATION VERSUS =
SELECTION</B></P>
<P>We must be careful to distinguish between factors that motivate =
people to=20
play games in the first place and factors that allow people to choose =
between=20
games. In other words, the answer to the question, "Why do people play =
games?"=20
can be quite different from the answer to the question, "What makes =
one game=20
more fun than another?" Some factors motivate a person to play games; =
other=20
factors help that person select a particular game. For example, =
sensory=20
gratification is such a selection factor. A player who has decided to =
play a=20
particular type of game will prefer a game with excellent graphics =
over games=20
with poor graphics; yet the graphics alone will not motivate many =
people to=20
play games. Motivating factors get people to approach games in =
general;=20
enjoyment factors help them make their choice of particular games.</P>
<P>Distinguishing motivation from enjoyment is not tantamount to =
denying=20
correlation=92s between motivating factors and enjoyment factors. =
Clearly, any=20
game that does not deliver the experiences implied by the motivating =
factor=20
will not be enjoyed. Thus, some (but not all) motivating factors will =
also be=20
used as enjoyment factors. If a player is motivated to play a game for =
mental=20
exercise, that player will probably prefer those games that offer =
better=20
mental exercise than do other games. A game cannot be fun if its =
factors do=20
not satisfy the motivations of the player. Two enjoyment factors that =
are not=20
in themselves motivational are game play and sensory gratification. =
<FONT=20
size=3D-1><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter2.html#=
top">Top</A>=20
</FONT></P>
<P><A name=3DGame></A><B>Game Play</B></P>
<P>Game play is a crucial element in any skill-and-action game. This =
term has=20
been used for some years, but no clear consensus has arisen as to its =
meaning.=20
Everyone agrees that good game play is essential to the success of a =
game, and=20
that game play has something to do with the quality of the player=92s =
interaction=20
with the game. Beyond that, nuances of meaning are as numerous as =
users of the=20
phrase. The term is losing descriptive value because of its ambiguity. =
I=20
therefore present here a more precise, more limited, and (I hope) more =
useful=20
meaning for the term "game play". I suggest that this elusive trait is =
derived=20
from the combination of pace and cognitive effort required by the =
game. Games=20
like TEMPEST have a demonic pace, while games like BATTLEZ0NE have a =
far more=20
deliberate pace. Despite this difference, both games have good game =
play, for=20
the pace is appropriate to the cognitive demands of the game. TEMPEST =
requires=20
far less planning and conceptualization than BATTLEZONE; the demands =
on the=20
player are simple and direct, albeit at a fast pace. BATTLEZONE =
requires=20
considerably greater cognitive effort from the player, but at a slower =
pace.=20
Thus, both games have roughly equivalent game play even though they =
have very=20
different paces. Pace and cognitive effort combine to yield game play. =
<FONT=20
size=3D-1><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter2.html#=
top">Top</A>=20
</FONT></P>
<P><A name=3DSensory></A><B>Sensory Gratification</B></P>
<P>Sensory gratification is another important enjoyment factor. Good =
graphics,=20
color, animation, and sound are all valued by game players. They =
support the=20
fantasy of the game by providing sensory "proof" of the game=92s =
reality. We see=20
a related phenomenon in the movies: special effects. Some of the newer =
movies=20
have excited great interest because of the excellent special effects =
they=20
utilize. These movies have placed us in the thick of space battles, =
let us=20
meet strange and wonderful creatures, and taken us to faraway places. =
The=20
things we see look so real that we believe the fantasy; we know =
(subjectively)=20
that the fantasy is real. Similar processes can be applied to games. =
Special=20
effects, graphics, sound, animation-these factors all help distinguish =
a good=20
game from a bad game. We must not confuse their role, however; sensory =
gratification is a crucial support function, not a central feature. =
Sensory=20
texture enhances the impact of the fantasy created by the game or =
movie, but=20
wonderful graphics or sound do not by themselves make the product. A =
movie=20
without a believable or enjoyable fantasy is just a collection of =
pretty=20
pictures; a game without an entertaining fantasy is just a collection =
of=20
interactive pretty pictures. <FONT size=3D-1><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter2.html#=
top">Top</A>=20
</FONT></P>
<P><A name=3DINDIVIDUAL></A><B>INDIVIDUAL TASTES</B></P>
<P>So far I have discussed motivational and enjoyment factors as if =
they were=20
absolute quantities whose significance is independent of the =
individual=20
player. Such is not the case; the response to a given game depends =
heavily on=20
the personality of the prospective player. How are we to deal with the =
personality differences that dominate the individual's response to =
games?</P>
<P>One academic solution to this problem is to postulate the existence =
of a=20
very large number of personality traits that determine the individual =
response=20
to a game. We next postulate a like number of game traits that, taken=20
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