While attempting to define “play” in his book Play Matters, Miguel Sicart notes that it is often “carnivalesque.” This means that we can almost turn the world upside down to make sense of something. Upon camping out on the 2nd floor of the Davidson College Union for 30 minutes, I saw something similar; the Union, a place normally used for studying, can actually become a carnivalesque scene where play is created.
I noticed that students made studying like a carnival. Almost every student I saw had his or her headphones in; some were the plain white Apple earbuds, but others were the colorful Bose or Beats. Even if a student was reading a textbook, he or she always had a computer open to play a game, to listen to music, or to indulge in some other distraction.
The interior appearance of the Union added to this carnival. There were large purple posters hanging from railings. There were countless flyers with large letters, varied colors, and winding question marks posted sporadically on columns and bulletin boards. Empty tables had left-over napkins and spilled salt; chairs were left pulled out. It was disorderly; it was the opposite of a neat and structured study space.
There was also constant laughter and chatter. Scott Van Pelt of SportsCenter talked aloud on the T.V. in the corner of the room. Kids had loud and obnoxious conversations as they walked out of the Davis Cafe. Four kids with open homework sat down and had a normal conversation like they didn’t even have any work to do. I even saw a boy flirting with a girl; whenever he had something funny to say, he’d raise his voice and the girl would laugh at the same level. This was no silent library.
Finally, I noticed the little things that students did to make themselves more comfortable. One girl used a chair as a footrest. Another sat on the floor and used the base of a couch as a backrest. One kid put his backpack down on the table and used it as a pillow for a quick power nap. All of these little things create a twisted version of studying. Everyday objects were used in abnormal ways that are counter to what you’d expect.
This scene was a paradox; students “tried” to focus on schoolwork while also surrounding themselves with numerous forms of entertainment. The Union (when viewed as a study space) is like taking a library, shooting it with a paintball gun, infusing it with live rock music, and hitting it in the face with a whipped cream pie. It was anything but quiet and it was anything but focused.
lso productive and help them learn. Schoolkids may not be the best example, though. This purports the stereotype that video games are for little kids and a waste of time, these are myths. The average age of a gamer is 35. 68% percent of gamers are over 18, 47% of gamers are women, which means that there are more adult women are gamers than male gamers under 18 (Entertainment Software Association, 2012). Videogames are everywhere, and just about everyone plays them, be it on their phone in the train during their morning commute or on a computer at home at 2 am. If everyone plays, why not make it more than just enjoyment?
These two different different situations correlate to Roger Callois’s ideas of free lance paidia and structured ludus. With the paidiac form being a simple kicking of the ball between a few people, which is not organized, and in this case also lacking effort. The ludic design of a soccer match, made up of the
are put in for the work to seem more like games and made more fun. This movement is supported by the idea that more and better work is produced when the work force has higher morale. While work may not cross to play, it is made playful, as described by Miguel Sicart. When work can now bring some enjoyment and pleasure, it is easier to see the connection it has to play.
exerting their power and taking what they want from the lowly scum of the earth. Yet more is revealed with the name of the original game, daifugō (Japanese for grand millionaire), and all of the other names for the game: including kings,
capitalism, warlords and scumbags, landlord, rich man poor man, hierarchy, pimps and hoes, and more. The common theme being the implied superiority of the previous winners over the losers. This along with the unfair perks of being in this upper class reveal the political satire within the game. Therefore in playing the game, the players are shown the problems with capitalism, and how rising into upper classes allows people to perpetuate their wealth and power; as well as with many of the different names and terms in versions of the game, players are shown the negative social implications and lack of respect for the lower class. All of which are explicit enough of messages that I could not avoid having them pop into my head when I played my first few rounds. Is our society really like the game? Is their anything we can do to fix it?
