The Fun in Video Games: Play as Play, Work as Work
Introduction
The distinction between work and fun has become increasingly blurred, especially when it comes to video games. While many activities labeled as work, such as professional gaming, can feel more akin to homework, traditional video games are designed to be a refreshing escape from mundane tasks. This article explores why video games are inherently enjoyable, even when the activities that generate them can be rigorous and demanding.
Are Video Games Work?
It's a common refrain that if an activity feels like work, you might as well be working. However, this sentiment often applies to video games in a misleading way. Unless you're on the professional circuit, video games are intended to be a form of leisure. Playing a game should be an immersive experience, not a source of stress or frustration. If a game feels like work, it's an indication that the experience isn't designed with user enjoyment in mind. The problem arises when the line between work and play blurs.
Professional Gaming: The Gray Area
Mumbo Jumbo, a professional Minecraft player, provides an interesting case study. He doesn't compete but instead reports back to his audience on what he did during gameplay time. This form of content creation involves substantial effort, including video editing and generating content. However, it remains fundamentally different from professional competition, which can indeed be grueling and resemble repetitive, laborious work.
The Reward Mechanism in Games
At the heart of the distinction between play and work in games lies the concept of reward. Games are meticulously engineered to offer immediate and consistent feedback, which motivates players to continue engaging with the content. In contrast, real-life work often lags in terms of gratification, making it harder to sustain motivation.
Key Factors in Gaming Reward
Agency: In games, your decisions and actions have significant impact within the virtual world. Real-life work often lacks this sense of agency, making the work feel more passive and predetermined. Immediacy: Rewards in games are often immediate. Completing a level or solving a puzzle provides a quick sense of satisfaction, which is harder to achieve in most work environments. Recognition: While many jobs offer recognition, it is often delayed and sporadic. Games provide immediate acknowledgment through in-game rewards and feedback, enhancing the sense of accomplishment. Ease of Achievement: Games are designed to be accessible, even if they are challenging. Real-life work can be more demanding, often without the immediate sense of achievement that comes from overcoming virtual obstacles. Freedom from Consequences: The ability to stop playing a game when you want is a unique freedom not commonly found in jobs. While one can quit a job, the consequences can be severe, making it harder to disengage.Player vs Developer Perspective
From the player's perspective, video games are a source of fun and escapism. You can immerse yourself in a different world and explore its intricacies without the overwhelming constraints of real-life work. However, from the developer's perspective, creating videos and testing games is undeniably work. Designing a game to be engaging requires meticulous testing, documentation, and experimentation. Each session of play is a controlled exercise, not an enjoyable experience.
Conclusion
In essence, the fun in video games lies in their design to be immediately rewarding and fulfilling. When something is more rewarding, we are more willing to expend effort on it, whether in the form of playing, creating, or even gambling. However, the line between work and play in the gaming industry can be blurry. Professional gamers and content creators may find their activities to be more akin to work, but for the broader gaming community, video games remain a cherished form of entertainment.