Sunday, November 7, 2010

Ideology and Games

So why do we play games? Easy...they're fun! But why are they “fun.” One reason is because they are often, if not always, about the human condition. As children and as adults, when we play games we have the opportunity to race, to go to war, to make the most efficient machines and cities, to fight off monsters, etc. in a safe space. If we win we feel confident in our capability to take on challenges to our survival (gather the most food in Hungry Hippo) or achieve overwhelming success (market domination in Monopoly or global domination in Risk). If we lose we suffer the sting of defeat, but the consequences are safe, it’s ego, versus life and limb.

That being said I think it is worth our time to consider the ideological implications of the games that we engage in. What values do they convey about the human condition? What values do they espouse about historical and contemporaneous beliefs, definitions of success, failure? And by engaging with them what are we saying about our own beliefs.

Before diving in let’s establish a shared definition of ideology, on which I will focus. I’m working of off the dictionary.com definition “the body of doctrine, myth, belief, etc., that guides an individual, social movement, institution, class, or large group.”

Most of the games that we play in Western society are latent with taken for granted Western “doctrine, myths, and beliefs”: A Eurocentric view of the world and world history, emphasis on individualism, Judeo Christian values, the scientific process, the inherent value in industrial development, free market values, innovation and progress, and world domination. Conversely often absent in these games are an emphasis on the value of cooperation, interdependence, indigenous knowledge and cultural heritage, sustainable and thoughtful steps towards innovation and progress, mysticism, Islamic or other “Eastern” religious values, questions of historical and contemporaneous inequity in Eurocentric history and/or Western values. Let’s take a look at three examples in games that I’ve played, and to be honest, enjoy.

Monopoly: A popular and delightful game with the goal of domination of opponents through landownership. While this is certainly in many ways a game of chance, the key to winning, which I must disclose, I never have, is purchasing the right properties in the proper quantity in order to build houses and hotels and charge others. As a landowner it is in your interest to increase the value of your land and collect monies from others, depleting their overall net worth, in order to win. The goal is to gain power and strength from the losses of your opponents. As in the western world often those with the most money in terms of cash and property have the most flexibility to take losses, and also have the most power to inflict monetary consequences upon their opponents. While values of individual interest at the sacrifice of others in order to win are emphasized questions of the societal consequences of such domination on a micro- or macro- scale are not.

Stone Age: A more obscure game, intellectually challenging, long-term planning game with the goal of resource management. The goal being to develop the most stable and advanced social group through the rolling of dice, selecting cards, and placing pieces. The resources being managed are population, gathered food, crops, housing, tools, wood, clay, stone, and gold, civilization innovations. Groups that teeter on the edge of survival with just enough resources in any one category to maintain their base population struggle to move beyond the subsistence cycle. The emphasis for these groups throughout the game remains on not dying, while those groups that manage to gain a surplus are allowed more flexibility in the choices that they make and ultimately have room to put energy towards growth and advancement. These groups focus on growing their population, growing more crops, which allows them to also develop more housing, make technical advancements, and ultimately take more risks. This game is won by the opponent that builds the most agile social group. Implicitly this game places value on technological advancement and the development of surplus resources while subsistence living or dependence on a cycle of “just enough” is a losing option.

Tag: There are an endless number of ways to play tag, but for the purposes of this blog entry let’s focus on the one in which the last man/woman standing wins. The goal of this game is to not be “it” or the odd one out. In order to not be it you must avoid the touch of this individual through any number of techniques that involve brains and/or brawn: using brains to remain unnoticed or near safe base and generally out of reach for longer than anyone else, using brawn in terms of agility, speed, and/or endurance to become an unattainable and/or unattractive target for the longest period of time. Often times the winner utilizes a combination of these traits. The underlying message being the emphasis on individualism either as the hunter or hunted and focus on survival of the fittest. Even though some may work together in order to initially avoid being tagged in the end only one can survive for the win.

The goal in examining the ideological implications of games is not to suggest that we not ever play those games that highlight beliefs that we don’t agree with. I think we learn more about our beliefs when we are confronted with explaining, defining, and justifying them, than when they remained unquestioned or unchallenged. Also engaging with beliefs other than one’s own can help to develop understanding and empathy, without having to necessarily make the leap to agree.

The reality is looking too hard at things can sometimes suck the fun right out of them. I remember once dancing to a rendition of “Sweet Home Alabama” only to be told that it was a reminiscent song written about the good old confederate, segregationist, down home values of Alabama. That sucked the fun right out of the room, when all I wanted to do was dance. All of the sudden instead of dancing and laughing with friends, I was considering the political implication of every move of my hips to the beat and eventually exited the dance floor to await the next song. The problem with this is we were in a country western bar and any and every song may have been latent with the very same sentiments. The challenge at hand for me was to stand alone in protest and deprive myself of the human exchange with my friends based on who we were and what we believed or make a statement by not dancing, likely impacting my own enjoyment of the evening more than anyone else’s. Even more let’s say I did insist that we depart that bar in protest, if I were to rigidly adhere to my ideological values and we went to a hip hop bar I’d have to sit out some songs in order to protest misogynistic undertones and focus on excess, some pop songs for emphasis on unrealistic love, smooth jazz because it co-ops and dilutes the historical artistic value of jazz, and the list goes on. The reality is that often we make compromises for the sake of living, engaging with others and having fun. The key is not to never compromise, but be mindful and conscious of the compromises that we are making and to draw our own personal lines for where compromise ends. Would I dance to a Prussian Blue Neo-Nazi blue grass tune just to have fun with friends- absolutely not, I have my line, and that goes far beyond it. Might I dance with friends to sweet home Alabama and separate my feelings about the history of the song from the moment - as long as nothing explicitly offended or harmed me or those I’m with in doing so, yes.

So what’s the point? As far as I’m concerned taking a deeper look at the messages reinforced or advanced by games forces us to be more aware of the message that they send, ask ourselves, and others when appropriate, important questions about our opinion on those messages, and helps us define our personal beliefs and boundaries. It forces us to be conscious of our decision to personally choose in the moment to abstain or separate ourselves from our judgment of the political implications of a game, for the sake of something more important: intellectual challenge, escape, human connection-fun. In doing so we may learn something new about ourselves or someone else.

Tuesday, October 26, 2010

What's Your Legacy?

I’ve realized some things about myself over the years playing games, some flattering and others not so much. Let’s start with flattering: I’m great at crafting a long term strategy, at weighing odds and predicting the strategies of others, I’m good at word games too, and I like for everyone to be included. Not so flattering: I hate learning new things, because like with most things new- I’m not good right away. I am fiercely competitive with myself-I must win and if I don’t I give up. And I didn’t realize this until Eric pointed it out, but I am a sore winner- I talk a lot of smack, however, am oddly silent in a loss. These things, my friend, take the fun out of games and relationships the same.

As we played on Saturday, and we ladies kicked butt in Girls vs. Guys Catch Phrase, I thought of a number of ways to gloat (not including the blog- I just came up with that bright idea), and in the past would have said them all, but found myself asking myself "Why?" Ego, ego, ego! The problem with this is, community as I see it, is not about ego. We certainly all have the right to a certain amount of pride, confidence and self determination, but not to the detriment of others. The reason why we had a game night was to hang out with family and friends, to have fun, try new things, challenge our brains for a bit and remember what life is really about—and we got that. Being that angering or humiliating others was not on the list, I checked my ego, closed my mouth, and let the best of me guide the ship.

Do our weaknesses make us horrible people- by no means, but are they worthy of reflection and efforts to mediate- yes indeed. Games allow us a safe space to learn these lessons. They’re a lot less harsh than the real world for sure….and I am thankful for the chance.

What lingers with me right now, and I’m confident will too in the future, is not the score, but instead the lesson, the laughter, and talk about “next time”….Can’t wait.

Wednesday, September 1, 2010

From Computer Games to Board Games: A Retrospective

I love computer games.  For the better part of my 28 years, I’ve lost more hours than I can count to computer games: playing them, reading about them, researching them.  From Day of the Tentacle to X-Com to Fallout to Starcraft to Half-Life, I’ve been playing games ever since I could get onto a computer and waste time.

So it should be no surprise to say that as a huge consumer of computer games, I am the one of the first and most enthusiastic proponent of the computer game medium as both an educational tool and as an unparalleled way to interactively tell a story.  Couple this with the fact that computer games -- all video games -- are still barely being scratched in terms of its potential in narrative and story, and you have a medium with a very bright future.  I’m excited to be a computer gamer.

But what does this have to do with board games?  What does this have to do with a medium of gaming that is, in contrast, far, far older -- perhaps thousands of years old?  I bring up computer games, because they are, in stark contrast to the vast majority of other mediums of entertainment out there -- such as television, books, movies -- far superior in their ability to transport and enrapture its viewer/reader into a narrative or world than a board game could ever hope to, and a computer game is a highly interactive medium.  Yet, despite all this, a board game has something on computer gaming that has existed and will always exist: the ability to provide the experience of community and camaraderie.  Where computer games are primarily avenues for individual entertainment, board games are a social activity, a way for families, friends, and even strangers to grow close and bond in ways that no other media can.  This, in of itself is remarkable: a properly played and regulated board game can offer the kind of bonding and interactions that no other form of “indoor” entertainment (short of a party) can.  That, to me, is amazing.

Take this story for example:  My parents are the kind of folks who’d rather sit in front of the computer, in total solitude, than make small talk or watch a movie as a family or talk about a book.  They are the kind of parents who, in all my youth, I could count on one hand the number of times we as a unit sat down and played a game together or went to the park or out for a walk.  It simply wasn’t a part of our familial culture, and even nowadays, the idea of doing something together, with my parents, is something foreign at best.

Enter board games.  One night for dinner at my parents’, at my wife’s urging, I took along a copy of the board game Modern Art, with the slim hope of breaking it out and attempting to convince my folks (who I had never, ever seen play a single board game in my life, much less a euro-based board game) to play for a little bit.  But, to my surprise, we ended up playing not one, but two whole games until about midnight.  There was my mom, laughing, my dad ribbing her for not managing her money well, my wife, taking pictures.  I was astonished, so much so that the night somehow felt like a gigantic trick I had managed to pull on my parents; like I had somehow conned them into doing something they didn’t want to do.  They had played games, had laughed, joked, and had fun.  I had never seen them in that capacity before.  This is the beauty of board games.  It wasn’t necessarily Modern Art that was the salve to our sometimes awkward family dynamics.  Rather, it was Modern Art -- or board games, to be specific -- that provided a gateway, an opportunity to break down social walls and facilitate meaningful interaction.

This, to me, is what board games can do.  With the right board game, with the right crowd, it can feel like something much greater than its individual parts -- just cardboard and wooden bits, really -- and create something magical, something fun.

Sunday, August 22, 2010

An Introduction

Welcome to The Playful Life blog! This blog, among other things, will explore the social, cultural, and communal importance of games: board games, computer games, outdoor games, and more. What do games mean to us? How do they serve as bridges between friends, families, and communities? What lessons can we learn from them? Why are they so important? These are the questions that The Playful Life will hope to delve into.

The following is a summary of our mission, our values, our background, and what you should expect when you visit this blog:

Our Mission:

  • To build and celebrate education, community, and fun through games.
Our Values:
  • From the simple to the complex, games contain important and sometimes surprising learning opportunities.
  • Games are culturally important to individuals and communities.
  • Everyone deserves to have access to education and fun and games can do both!
Our Background:

Anya has her Masters Degree in Education from Western Michigan University with a specialty in Socio-Cultural Studies and Educational Thought. She has over ten years of experience in traditional and non-traditional education including working at camps, development and implementation of out-of- school-time programing, classroom teaching, and in social service administrative leadership. Anya has presented her work at multiple conferences including American Educational Studies Association National Conference, 21 Century Community Learning Center Illinois State Conference, and traveled on a Fulbright Hays grant to Senegal West Africa to research curriculum development. Most of all Anya is passionate about integration of learning, community, and fun!

Eric has his Bachelors degree in Genetics from Purdue University and is currently working to obtain his Master of Fine Arts in Creative Writing from the University of Illinois. More importantly, Eric is a lifelong gamer: board games, computer games, etc.

What to expect when you visit:

  • Exploration of games and their educational opportunities: math, science, literacy, social studies, and social and emotional learning.
  • Review and analysis of games: game quality, mechanics, cultural importance, and fun-factor.
  • Exploration of opportunities for using games to develop and reinforce community.