Bridh
22Aug/110

Play in adulthood

Presenter

Stuart Brown

Presenter Outline

The capacity for play exists within all of us. However the importance of play has been reduced even though play is vital to many aspects of life. Play is important both biologically and psychologically, which will be explained in further details where i relate this to my own ambitions in the game industry.

How does the topic relate to the Games Industry?

The public perceives computer games as childish and immature because they are not dealing with reality, unlike cinematic experiences, which may replicate real events, such as in Schindler’s List. The movie is an account of the Jewish community being exterminated during the early forties by the dominant Nazi power. An extremely large number of human lives were lost in this tragic genocide, although Mr Schindler heroically used his personal finance and influence to save a great number of people on his ‘list’. How would the public feel, about playing a game called Schindler’s list? This is the struggle the games industry is dealing with.

Games can be classified as violent and inappropriate for children however games are also viewed as childish and immature, but games dealing to closely with reality are taboo and potentially unpopular. The industry is forced to inform the public that time spent having fun is not wasted but add to value to the quality of peoples lives. The correlation being while games are childish and immature, this allows for play, an important part of life that should not be dismissed.

An episode of Good Games on the ABC television network, contradicted a game rating of Mature with the same theme being rated as PG in the cinemas. This type of inconsistency is a result of misunderstanding the psychology involved in computer games, which in turn impacts the games industry directly.

By overcoming the initial bias towards computer games, a player can unlock inner passion brought about by the opportunity to play. They have the chance to explore previously enjoyed experiences and to become fully involved and engaged. Imagination and creativity are required and exercised, two things which are very important to success in every day life. Play is not only a learning process, but also a biological exercise like dreaming.

Stuart Brown believes taking a serious look at play, seeing this is as just as important for survival on the long term as research in other medical areas such as heart disease. Unfortunately science has yet to do this to fully explore the biological importance of play.

Neoteny means taking play from childhood to adulthood. Computer games industry can help bridge these gaps, allowing adults to continue to play in a carefree environment.

How does the topic relate to my own ambitions in the Games Industry?

One belief that I have held on to for some time was that in order to be successful in the games industry I am required to work hard, meet deadlines and struggle...which is true. However the by-product of this is, at times, sacrificing a good time and the ability to play, which I deemed not necessary. When Stuart Brown mentioned that an animal that plays not only impacts on performance when needed, but also actually helps survival, I was inspired.

Creating wealth from creating games miserably or creating wealth from games and enjoying the process seems to be a choice. Traditionally the perception is that working hard means sacrificing enjoyment. This has helped me understand that playing is ok even DURING work, if the work gets done at the same rate then the product is unchanged, and the need for frowns and seriousness at all times is a false perception.

Play enables the exploration of possibilities, resulting in opportunity to solve problems in new ways. By retracting the claws and covering the teeth helps find the difference in power that is in all of us.

The difficult area of this concept is that in order to play there need not be purpose. This conflicts with goals or objectives in business, where purpose is the motivating force that drives success in many organisations. If purpose comes into play, however, it’s probably not play. Nevertheless, play is practical. Social play, rough and tumble, imaginative play, narrative (story) result in cognition of emotions, which is a healthy tool to have when dealing with complex scenarios that exist in the games industry. I know that when I feel fresh after a holiday or even a small break I notice problems are so much smaller, thus making them easier to handle. I am more relaxed and the solution is achieved without stress even under time constraints.

The opposite of play is depression.

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