The second chapter of
Newman’s book Videogames introduces several of the
fundamental concepts developed by some of the most important academic
figures that investigated the notion of play in the past. In
particular, he focuses on the writings of Roger Caillois’s basic
notions of paida, ludus, aigon, alea, illinx and mimicry so as to
bring a basic framework that would allow the academic critic to delve
deeper into the nature of videogames. Of those concepts, it seems
that the ones that could be used to enlight our understanding of the
early history of videogames such as described in this week’s other
readings are the notions of paida (free play) and ludus
(challenge or goal oriented play
activity). While most games developed in the 1970s and 1960s
unbounded play experiences (Pong, Spacewar, ...), Space Invaders
allowed the player to engage the game with a very clear objective:
beating the machine’s highscore. While this goal was not inscribed
in the game’s diegesis per se,
it was one of the first game to offer feature that allowed space for
a ludus-oriented play
session. This probably adds up to the list of reasons explaining the
epoch-making success of Space Invaders
in Japan.
Another striking
finding in the second chapter of Newman’s book is—after
carefully examining different definitions of the nature of videogames
and exposing how open-ended the range of available frameworks really
is—how easily he rejects AI-based toys such as AIBO or Furby from
his definition of what constitutes the corpus of videogames. While I
understand his point—videogames need at least a form screen to
display the video
part of the object—, I am not sure this would completely apply to
the conception of what videogames are in Japan. Notably, author
Masuyama Hiroshi’s perspective on the media derives from the idea
that videogames are mainly AIs providing some kind of playful
communication. Therefore, he sees game playing as a form of dialogue
between the software—providing settings and inital conditions—,
and the player—responding with input. This provides the basic
framework for Masuyama to state that videogames are not necesssarily
confined to the screen, but could also acquire an artifical body
mimiking those of human beings, allowing for more forms of playful
communication. This interpretation was also recently echoed by
Masayuki Uemura in his keynote talk in the 2013 edition of the
International Japanese Video Game Studies Conference when he
explained that the appearance of the Famicon marked the
movement from asobu dôgu
to asobu aite—from
play tool to play partner. Could this gap between Newman and
Masuyama’s perspectives direct us to an answer in our investigation
of the specificity of Japanese game design?
Caillois,
Roger. Les Jeux et
les hommes; le masque et le vertige.
Édition revue et augmentée. ed. Paris: Gallimard, 1967. Print.
Masuyama,
Hiroshi. Terebi gêmu bunkaron :
intarakutibu media no yukue
(Treatise on Video Game Culture:
Towards an Interactive Media). Kôdansha Gendai Shinsho. Tokyo:
Kôdansha, 2001. Print.
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