Homo Ludens
We are on the tracks of what lays behind the success of the phenomenon called Edutainment. Why professional training today is so interested in games (role-playing, interactive games, and so on) and entertainment? Why serious professionals and top-level managers need to be entertained to learn better?
In 1939, Johan Huizinga, Dutch historian and one of the founders of modern cultural history, in his Homo Ludens wrote: “PLAY is older than culture, for culture, however inadequately defined, always presupposes human society, and animals have not waited for man to teach them their playing. […] Here we have at once a very important point: even in its simplest forms on the animal level, play is more than a mere physiological phenomenon or a psychological reflex. It goes beyond the confines of purely physical or purely biological activity. It is a significant function — that is to say, there is some sense to it. In play there is something “at play” which transcends the immediate needs of life and imparts meaning to the action. All play means something”.
What does it mean playing to a third millennium man? What’s the secret of success of videogame industry and how to explain the raise of what Jesse Cameron Hertz called the Joystick Nation culture? In the US the videogame industry boom is enduring economical crisis, and from pure entertainment production is moving toward professional training more often. Basically people want to play more, to escape reality, to have more fun. Why such a compulsive need?
Analyzing play as a cultural and natural phenomenon, Huizinga pointed out that play “first and foremost, then, all play is a voluntary activity”. And if young people learn playing, simulating more complex activities typical of reality, “for the adult and responsible human being play is superfluous. The need for it is only urgent to the extent that the enjoyment of it makes it a need. Play can be deferred or suspended at any time. It is never imposed by physical necessity or moral duty. […] It is done at leisure, during “free time”. Only when play is a recognized cultural function — a rite, a ceremony — is it bound up with notions of obligation and duty”.
The second characteristic is that play is not “ordinary” or “real” life. It is rather a stepping out of “real” life into a temporary sphere of activity with a disposition all of its own.
If we connect these concepts to serious games and edutainment for professionals, we can see how they are stretching the meaning of the play as a voluntary activity or as a step out of real life. So why play is notwithstanding a trigger to transfer know-how and contents?
Probably the key is in how people perceive the time spent in playing: they have the illusion it is an escape from reality, from responsibilities. A kind of truce, freezing everyday routine and pressure. And behind each escape lays a repulsion: we escape boredom, a job we don’t like, we try to avoid the tense atmosphere of our office.
The success of using games for training people probably conceives their dissatisfaction. People do not enjoy themselves anymore, they feel ill-at-ease in their own (professional) environment. What’s why they lose passion for their job and they seek shelter in another dimension. They look for the chance to train their abilities, to increase self consciousness in a protected environment, where they make mistakes without serious consequences.
With our Real-life Simulations the players can see their job becoming a game, they can challenge themselves and regain pleasure in what they do. If they era able to enjoy in front of the video, and to find again self-confidence, they can return to real life stronger and more motivated.
For the new year we’ll try to look more deeply at the concept of “passion” and at the potential “passion” has when it inspires people.
Stay with us!
ARG (Alternate Reality Games) are very popular in US at the moment. They are interactive stories that involve players also physically using multimedia, such as telephones, email and mail but rely on the Internet as the central binding medium. People interact through the net, exchanging e-mails and messages, interacting with real and virtual characters at the same time. Participants’ ideas or actions may affect the story and its going on.
As developing talent is one of the cornerstones of our