The Aesthetic of Play
A game designer considers the experience of play, why games have rules, and the relationship of play and narrative.

The impulse toward play is very ancient, not only pre-cultural but pre-human; zoologists have identified play behaviors in turtles and in chimpanzees. Games have existed since antiquity; 5,000-year-old board games have been recovered from Egyptian tombs. And yet we still lack a critical language for thinking about play. Game designers are better at answering small questions (“Why is this battle boring?”) than big ones (“What does this game mean?”). In this book, the game designer Brian Upton analyzes the experience of play—how playful activities unfold from moment to moment and how the rules we adopt constrain that unfolding. Drawing on games that range from Monopoly to Dungeons & Dragons to Guitar Hero, Upton develops a framework for understanding play, introducing a set of critical tools that can help us analyze games and game designs and identify ways in which they succeed or fail.

Upton also examines the broader epistemological implications of such a framework, exploring the role of play in the construction of meaning and what the existence of play says about the relationship between our thoughts and external reality. He considers the making of meaning in play and in every aspect of human culture, and he draws on findings in pragmatic epistemology, neuroscience, and semiotics to describe how meaning emerges from playful engagement. Upton argues that play can also explain particular aspects of narrative; a play-based interpretive stance, he proposes, can help us understand the structure of books, of music, of theater, of art, and even of the process of critical engagement itself.

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The Aesthetic of Play
A game designer considers the experience of play, why games have rules, and the relationship of play and narrative.

The impulse toward play is very ancient, not only pre-cultural but pre-human; zoologists have identified play behaviors in turtles and in chimpanzees. Games have existed since antiquity; 5,000-year-old board games have been recovered from Egyptian tombs. And yet we still lack a critical language for thinking about play. Game designers are better at answering small questions (“Why is this battle boring?”) than big ones (“What does this game mean?”). In this book, the game designer Brian Upton analyzes the experience of play—how playful activities unfold from moment to moment and how the rules we adopt constrain that unfolding. Drawing on games that range from Monopoly to Dungeons & Dragons to Guitar Hero, Upton develops a framework for understanding play, introducing a set of critical tools that can help us analyze games and game designs and identify ways in which they succeed or fail.

Upton also examines the broader epistemological implications of such a framework, exploring the role of play in the construction of meaning and what the existence of play says about the relationship between our thoughts and external reality. He considers the making of meaning in play and in every aspect of human culture, and he draws on findings in pragmatic epistemology, neuroscience, and semiotics to describe how meaning emerges from playful engagement. Upton argues that play can also explain particular aspects of narrative; a play-based interpretive stance, he proposes, can help us understand the structure of books, of music, of theater, of art, and even of the process of critical engagement itself.

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The Aesthetic of Play

The Aesthetic of Play

by Brian Upton
The Aesthetic of Play

The Aesthetic of Play

by Brian Upton

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Overview

A game designer considers the experience of play, why games have rules, and the relationship of play and narrative.

The impulse toward play is very ancient, not only pre-cultural but pre-human; zoologists have identified play behaviors in turtles and in chimpanzees. Games have existed since antiquity; 5,000-year-old board games have been recovered from Egyptian tombs. And yet we still lack a critical language for thinking about play. Game designers are better at answering small questions (“Why is this battle boring?”) than big ones (“What does this game mean?”). In this book, the game designer Brian Upton analyzes the experience of play—how playful activities unfold from moment to moment and how the rules we adopt constrain that unfolding. Drawing on games that range from Monopoly to Dungeons & Dragons to Guitar Hero, Upton develops a framework for understanding play, introducing a set of critical tools that can help us analyze games and game designs and identify ways in which they succeed or fail.

Upton also examines the broader epistemological implications of such a framework, exploring the role of play in the construction of meaning and what the existence of play says about the relationship between our thoughts and external reality. He considers the making of meaning in play and in every aspect of human culture, and he draws on findings in pragmatic epistemology, neuroscience, and semiotics to describe how meaning emerges from playful engagement. Upton argues that play can also explain particular aspects of narrative; a play-based interpretive stance, he proposes, can help us understand the structure of books, of music, of theater, of art, and even of the process of critical engagement itself.


Product Details

ISBN-13: 9780262324212
Publisher: MIT Press
Publication date: 03/20/2015
Series: The MIT Press
Sold by: Penguin Random House Publisher Services
Format: eBook
Pages: 336
File size: 2 MB
Age Range: 18 Years

About the Author

Brian Upton cofounded Red Storm Entertainment, where he was lead designer of the popular games Rainbow Six and Ghost Recon. He is now a “script doctor for games” at Sony's Santa Monica Studio.

Table of Contents

Acknowledgments ix

Introduction 1

I Games

1 Defining Play 9

2 Interactivity 23

3 Play Spaces 39

4 Heuristics 51

5 Anticipation 73

6 Mastery 93

II Minds

7 Understanding 117

8 Epistemology 127

9 Neurons 145

10 Signs 161

III Stories

11 Playing without Winning 183

12 Performance 199

13 Narrative Play 215

14 Narrative Structure 237

15 Play and Meaning 259

16 Critical Play 283

Bibliography 307

Index 319

What People are Saying About This

Chris Bateman

This book blasts through the sterile dogmas of game studies with a model of play that unites stories, games, and criticism into diverse unity. Upton offers a unique and invigorating perspective on humanity's love affair with the aesthetic experiences of playing by transforming his own skills as a game designer into an intriguing new approach.

Ernest W. Adams

Brian Upton addresses some of the most difficult problems in game scholarship in an enjoyable and highly readable way. This book will be required reading for my graduate students.

Endorsement

A bold new approach to thinking about aesthetics through the lens of games and play.

Frank Lantz, Director, NYU Game Center

From the Publisher

This book blasts through the sterile dogmas of game studies with a model of play that unites stories, games, and criticism into diverse unity. Upton offers a unique and invigorating perspective on humanity's love affair with the aesthetic experiences of playing by transforming his own skills as a game designer into an intriguing new approach.

Chris Bateman, Ph.D., game designer, philosopher, and author

Brian Upton addresses some of the most difficult problems in game scholarship in an enjoyable and highly readable way. This book will be required reading for my graduate students.

Ernest W. Adams, founder of International Game Developers Association

Upton's book is a rarity in game design and development texts—it provides a new way of understanding games both analog and digital that is innovative, tangible, and incredibly valuable for an evolving medium.

Brenda Romero, game designer, Romero Games

A bold new approach to thinking about aesthetics through the lens of games and play.

Frank Lantz, Director, NYU Game Center

Brenda Romero

Upton's book is a rarity in game design and development texts—it provides a new way of understanding games both analog and digital that is innovative, tangible, and incredibly valuable for an evolving medium.

Frank Lantz

A bold new approach to thinking about aesthetics through the lens of games and play.

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