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Media, Time and Space Lecture 5: Game / Play

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Lecture notes of the media profession, Time and Space (UvA) . Dutch English

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04/03: Game/Play
vrijdag 12 februari 2016 08:57



Inhoud
• Vandaag: how play creates space
○ Play als media beschouwen
• Lecture vandaag: The mediated spaces of game/play
○ Part 1: How do media delineate the spaces of sports?
○ Part 2: How do media expand and spread game logic?

Part 1 - The Mediated Spaces of Game/Play
• We can think of games and play as mediated forms that create their own time and space
○ Discussie begon in 20e eeuw
• Tekst van literatuur met de dialoog: How do we in culture create different spaces where we know how we can
connect to each other. Are we in a space where we take things serious or space where we make fun of each other?
○ How can we know if someone is talking seriously of playing a game
• Tension between games and serious
• Tension between muddle and cliches
○ Repeating the same things over again or improvisation without rules
• First distinction between games and play becomes complicated want spelletjes spelen is soms heel serieus
○ Soms zijn de twee kanten van de tensions interrelated
• Hele brede definitie van wat spel is
• Homo Ludens and the 'Magic Circle'
○ Er zijn heel veel verschillende dingen van wat spel is
 Kinderen die met blokken spelen, theater, basketbal
○ Huizinga zegt dat onze hele cultuur gebaseerd is op play and game
○ Culture raises in the form of games and play because it allows us to create certain seperate spaces
 Theater kan er alleen zijn als er een theaterruimte is die anders is dan de rest van de omgeving
 Dat heet magic circle
○ Magic Circle constitutes games and play and is constituted by games and play
 If you cross the line you are in a different space, you do different things, there is a different reality
○ "Play is a voluntary activity or occupation executed within certain fixed limits of time and place, according to
rules freely accepted but absolutely binding"
○ "The arena, the card-table, the magic circle, the temple, the stage, the screen, etc., are all in form and
function play-grounds. All are temporary worlds within the ordinary world, dedicated to the performance of
an act apart"
○ Our culture comes from play, knowing how to play
○ It can be a material delineated space but also a frame of mind
• Interessante notie van spel maar zijn begrip is wellicht te breed om het echt kunnen te analyseren
• 20 jaar na Huizinga kwam andere socioloog met how plays and games are relevant for culture. He focused more on
distinction between different forms of game and play
○ Kind op een slee, waarbij game meer is bepaald bij frame of mind tegenover bobsleeër waarbij het meer is
bepaald door fysical space, game arena
• Games and Rules
○ Ludus: structured (vs. improvisation)
 Most dominant form of games are games of agon
○ Agon: artificially created equality of chances
 Games of competition
 Om dit te bereiken heb je een fysiek afgebakende ruimte nodig
 Caillois, 1979
○ "The difference between a game and just playing is that a game has rules" (Bateston)
• Rest van part 1 over rulebound games, how they create fysical spaces and how media are involved in that
• Territorialization of the Game
○ Historisch gezien zijn er al heel lange tijd rulebound games
○ In 19e eeuw zijn er dingen veranderd. Rulebound games becomes dominant form of playing games
 Until then games were most often played in open spaces, which were occassionally used for playing
games. Game had to adapt to the space available. Space of the city became the space to define the
rules of the game

MTR Pagina 1

, rules of the game
 Absence of geographic confinement
 Dat verandert in 19e eeuw
○ How did this unenclosed space of pre-industrial games became enclosed? What kind of mediations are
involved in that process?
○ Bale, John. Landscapes of Modern Sport
 People start to define the space, becomes rationalized
 Met grenslijnen worden performers and publiek van elkaar gescheiden
□ Segregation
 After having a rationalized and segregated spaces we have segmentation
 Binnen het veld worden ook lijnen getekend. Segmentatie zorgt voor verandering in gedrag het ene
deel (binnen 16-meter lijn) dan andere delen
• Mediated Comparison of Performance
○ Als je treinvervoer hebt kan je pas repeated competition hebben tegen vaste teams, in plaats van
wedstrijdjes die spontaan ontstaan zo nu en dan
○ Telegraph
 Kunnen resultaten van een wedstrijd doorgeven. Zo kom je ook te weten over hoe goed andere teams
zijn en kan je nieuwe competities starten op basis van niveau
○ Mass press
○ Competition across much broader space dan moet je wel de regels standaardiseren. Je moet wel dezelfde
regels hebben.
 To make rules standardized to need to have a standardized space. Want regels afhankelijk van hoe de
ruimte eruit ziet
○ Eind 19e eeuw zijn er voor het eerst wereldrecords. Daarvoor ook gestandaardiseerde ruimtes nodig
○ Media begonnen in kranten te discussiëren wie de snelste renner zou zijn; publiceerden sportstatistieken
 Wedstrijden met elkaar vergelijken
○ Media, especially newspaper and telegraph in 19th century contributed to standardization of space and
connected to that the standardization of rules
○ Achievement spaces; alles gestandaardiseerd en vergelijkbaar
○ Over de hele wereld gestandaardiseerd
○ Abstractie van ruimte
 Je zou denken over ruimte als dat het in ieder land anders is, maar basketbalveld in Amerika is precies
hetzelfde als in Italië en Japan
○ Nowadays all spatial restrictions are controlled by media
 Met camera kijken of de bal net in of buiten de grenslijn viel
• Bale focust in zijn tekst op het stadion
• Segmentation/Segregation
○ Segmentatie: zwembad zit tegenwoordig niet langer middenin Olympisch stadion
 Less focused on the rules of the game but more of improving the visibility of the game for the
spectators
 Als je aan de andere kant ziet kan je zwemmers niet goed zien
• Stadion organizes and territorializes the audience
○ Not only the activities of the athletes are structured by the space, but audience as well
 Audience seperated from the field
 Entree betalen
 In stadion hebben mensen een aparte plek, afhankelijk van bijvoorbeeld sociale klasse
○ Parallel met geschiedenis van film bijvoorbeeld
 Eerst mensen afgescheiden van film, met een gordijn
 In 70s en 80s met multiplex cinemas die familievriendelijk zijn. Dat gebeurt ook met stadions
□ Non-space. Place which is not longer connected to surroundings. No longer dependent on the
context.
• Tension between play as improvised, creative, sponteneous activity and play as rulebased activity becomes
stronger and stronger
○ Voetbalspel zie je niet meer als spontaan, creatief spel
• Play and games are media themselves

Part 2 - Game/Play: Gamification as Mediation
• How has game logic spread and expanded beyond the medium of games?
○ Game Theory
Gamification



MTR Pagina 2

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