''Man, Play and Games'' () is the influential 1961 book by the French sociologist
Roger Caillois
Roger Caillois (; 3 March 1913 – 21 December 1978) was a French intellectual and prolific writer whose original work brought together literary criticism, sociology, poetry, ludology and philosophy by focusing on very diverse subjects such as ...
(, 1958) on the sociology of
play
Play most commonly refers to:
* Play (activity), an activity done for enjoyment
* Play (theatre), a work of drama
Play may refer also to:
Computers and technology
* Google Play, a digital content service
* Play Framework, a Java framework
* P ...
and
game
A game is a structured type of play usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or video games) or art ...
s or, in Caillois' terms, sociology derived from play. Caillois interprets many social structures as elaborate forms of games and much behaviour as a form of play.
Summary
Definition
Caillois builds critically on the theories of
Johan Huizinga
Johan Huizinga (; 7 December 1872 – 1 February 1945) was a Dutch historian and one of the founders of modern cultural history.
Life
Born in Groningen as the son of Dirk Huizinga, a professor of physiology, and Jacoba Tonkens, who died two ...
, adding a more comprehensive review of play forms. Caillois disputes Huizinga's emphasis on competition in play. He also notes the considerable difficulty in defining play, concluding that play is best described by six core characteristics:
* It is free, or not obligatory.
* It is separate (from the routine of life), occupying its own time and space.
* It is uncertain, so that the results of play cannot be pre-determined and so that the player's initiative is involved.
* It is unproductive in that it creates no wealth and ends as it begins.
* It is governed by rules that suspend ordinary laws and behaviours and that must be followed by players.
* It involves make-believe that confirms for players the existence of imagined realities that may be set against 'real life'.
[
This 'escapist' definition has been criticized, for example in Sutton-Smith's (1997) review of play the idea that individuals in a leisure-based Western culture are 'free' to play is questioned in light of an apparent obligation to spend leisure time 'wisely'. Similarly, we might consider that play forms are subject to considerable social pressures and we might note the economic significance of leisure and media as forms of play. The result is that despite Caillois' attempt at a thorough review, definitions of play remain open to negotiation.]
Caillois focuses on the last two characteristics, rules and make-believe.
According to Caillois, they "may be related" but are mutually exclusive: "Games are not ruled and make-believe. Rather, they are ruled ''or'' make-believe."
Forms of Play
Caillois argues that we can understand the complexity of games by referring to four play forms and two types of play (''
ludus'' and ''paidia''):
*
Agon
() is the Greek personification for a conflict, struggle or contest, describing a concept of the same name. This could be a contest in athletics, in chariot or horse racing, or in music or literature at a public festival in ancient Greece. i ...
, or competition. E.g.
Chess
Chess is a board game for two players. It is an abstract strategy game that involves Perfect information, no hidden information and no elements of game of chance, chance. It is played on a square chessboard, board consisting of 64 squares arran ...
is an almost purely agonistic game. In this form of play, the players have equal chances but the winner succeeds because of "a single quality (speed, endurance, strength, memory, skill, ingenuity, etc.), exercised, within defined limits and without outside assistance."
Agon prioritizes skill, work, and professionalization.
*
Alea, or chance. In contrast to agon, games of alea depend on chance and fortune.
Alea negates skill and highlights "a surrender to destiny".
*
Mimicry
In evolutionary biology, mimicry is an evolved resemblance between an organism and another object, often an organism of another species. Mimicry may evolve between different species, or between individuals of the same species. In the simples ...
, or mimesis, or role playing.
*
Ilinx (Greek for "whirlpool"), which Caillois describes as "voluptuous panic"
in the sense of altering perception by experiencing a strong emotion (panic, fear, ecstasy) the stronger the emotion is, the stronger the sense of excitement and fun becomes. E.g.
bungee jumping
Bungee jumping (), also spelled bungy jumping, is an activity that involves a person jumping from a great height while connected to a large elastic cord. The launching pad is usually erected on a tall structure such as a building or crane, a ...
or Caillois' example of children spinning in a circle until they become dizzy.
Examples
Games and play combine these elements in various ways.
Examples:
*
Poker
Poker is a family of Card game#Comparing games, comparing card games in which Card player, players betting (poker), wager over which poker hand, hand is best according to that specific game's rules. It is played worldwide, with varying rules i ...
features both ''alea'', the random shuffling of cards, and ''agon'', the strategic decisions of discarding cards and betting.
*
Collectible card games
A collectible card game (CCG), also called a trading card game (TCG) among other names, is a type of card game that mixes strategic deck building elements with features of trading cards. The genre was introduced with '' Magic: The Gathering'' in ...
combine ''alea'' (the random shuffling of decks and the distribution of cards in booster packs), ''agon'' (competition with rules and strategies) and ''mimesis'' (cards refer to imaginary beings the player controls in a fictional world).
*
Dancing
Dance is an art form, consisting of sequences of body movements with aesthetic and often symbolic value, either improvised or purposefully selected. Dance can be categorized and described by its choreography, by its repertoire of movements or ...
is an ''ilinx'' activity, which can be combined with ''mimesis'' to portray characters, or with ''agon'' in competitive dance.
* Spectator sports combine the ''agon'' of the players with ''mimesis'' on the part of the spectators, who self-insert and identify with certain players on the field.
Structure
Caillois also places forms of play on a continuum from ''
ludus'', structured activities with explicit rules (games), to ''paidia'', unstructured and spontaneous activities (playfulness), although in human affairs the tendency is always to turn paidia into ludus, and that established rules are also subject to the pressures of paidia. It is this process of rule-forming and re-forming that may be used to account for the apparent instability of cultures.
Caillois also emphasizes that ''paidia'' and ''alea'' cannot coexist, as games of chance are inherently games of restraint and waiting for an external event. Likewise, ''ludus'' and ''ilinx'' are incompatible, as there are no structured rules in the state of disorientation; any rules applied are solely to put a brake on the ''ilinx'' so as not to turn it into panic.
Like Huizinga, Caillois sees a tendency for a corruption of the values of play in modern society as well as for play to be institutionalised in the structures of society. For example, agon is seen as a cultural form in sports, in an institutional form as economic competition and as a corruption in violence and trickery; Alea is seen as a cultural form in lotteries and casinos, as an institutional form in the stock market and as a corruption in superstition and astrology; mimicry is seen as cultural form in carnivals and theatre, as institutional form in uniforms and ceremonies and as corruption in forms of alienation; and ilinx is seen as cultural form in climbing and skiing, as institutional form in professionals requiring control of vertigo and as corruption in drugs and alcoholism.
Notes
External links
''Man, Play and Games''on
Google Books
Google Books (previously known as Google Book Search, Google Print, and by its code-name Project Ocean) is a service from Google that searches the full text of books and magazines that Google has scanned, converted to text using optical charac ...
{{DEFAULTSORT:Man, Play And Games
1958 non-fiction books
French non-fiction books
Play (activity)
Books about game theory
Books about games
Game studies