TY - CHAP
T1 - Playing on the edge
AU - Cermak-Sassenrath, Daniel
PY - 2018
Y1 - 2018
N2 - Everything gets more interesting, challenging, or intense the closer it gets to the edge, and so does play. How edgy can play become and still be play? Based on Huizinga’s notion of play, this chapter discusses how a wide range of playful activities pushes the boundaries of play in different and specific ways. For instance, gambling for money, party and drinking games, professional play and show sports, art installations, violent and military propaganda computer games, pervasive/mobile gaming, live-action role playing, festivals, performances, and games such as Ghosting and Planking. It is argued that in concert with a number of characteristics that mark an activity as play, play is essentially a subjective perspective and individual decision of the player. Huizinga calls this attitude the play spirit, which informs a player’s actions and is in turn sustained by them. Edgy digital or mobile games do not challenge this position, but make it more obvious than traditional games that play is not only an activity, but a concept.
AB - Everything gets more interesting, challenging, or intense the closer it gets to the edge, and so does play. How edgy can play become and still be play? Based on Huizinga’s notion of play, this chapter discusses how a wide range of playful activities pushes the boundaries of play in different and specific ways. For instance, gambling for money, party and drinking games, professional play and show sports, art installations, violent and military propaganda computer games, pervasive/mobile gaming, live-action role playing, festivals, performances, and games such as Ghosting and Planking. It is argued that in concert with a number of characteristics that mark an activity as play, play is essentially a subjective perspective and individual decision of the player. Huizinga calls this attitude the play spirit, which informs a player’s actions and is in turn sustained by them. Edgy digital or mobile games do not challenge this position, but make it more obvious than traditional games that play is not only an activity, but a concept.
KW - Huizinga’s play theory
KW - Edgy play
KW - Play boundaries
KW - Subjective play perspective
KW - Play spirit
KW - Huizinga’s play theory
KW - Edgy play
KW - Play boundaries
KW - Subjective play perspective
KW - Play spirit
U2 - 10.1007/978-981-10-1891-6_17
DO - 10.1007/978-981-10-1891-6_17
M3 - Book chapter
SN - 978-981-10-1889-3
T3 - Gaming Media and Social Effects
SP - 269
EP - 297
BT - Playful Disruption of Digital Media
A2 - Cermak-Sassenrath, Daniel
PB - Springer
ER -