Video Games are Work Made Fun

As you all know, games are about choices. Sid Meier famously defined games as "a series of interesting choices."

And choice is the most fundamental expression of Will.

How can an activity motivated by decisions, striving, goals and competition, a deliberate concentration of the force of Will, be used to transcend Will itself?

You might as well try to smother a flame with oxygen.

Game designers are taught that the ideal player experience is something called flow.

Flow is that magical state of highly focused motivation, a kind of skating on the fine edge of effort and challenge.

Flow leads to a feeling of euphoric exhilaration.

 

Bow before Csikszentmihalyi and Poppins, Prophets of Flow!

Gameflow is work made fun! Flow keeps you joyfully working, even in your free time!

Gameflow will be the harness of the New Labor class.

Flow is painless effort. But pain management is not the business of art.

Entrancement is not insight.

Flow is an-aesthetic.

Notes:

Possibly the most convincing argument that video games are not art.

Folksonomies: art expression flow

Taxonomies:
/hobbies and interests/games/video and computer games (0.589584)
/art and entertainment/music/singing (0.499771)
/automotive and vehicles/vehicle brands/honda (0.497405)

Keywords:
ideal player experience (0.922414 (positive:0.441156)), highly focused motivation (0.919815 (positive:0.806086)), video games (0.898230 (neutral:0.000000)), New Labor class (0.865414 (positive:0.299284)), convincing argument (0.749766 (neutral:0.000000)), euphoric exhilaration (0.731941 (positive:0.558590)), Sid Meier (0.707137 (neutral:0.000000)), interesting choices (0.698578 (positive:0.541343)), deliberate concentration (0.695019 (positive:0.431266)), painless effort (0.678267 (positive:0.686879)), fundamental expression (0.670463 (positive:0.755793)), Work Made Fun (0.660891 (neutral:0.000000)), magical state (0.639926 (positive:0.806086)), Game designers (0.635185 (positive:0.441156)), flow (0.633641 (positive:0.624010)), fine edge (0.627577 (positive:0.918509)), free time (0.622188 (positive:0.401073)), pain management (0.603000 (negative:-0.763246)), Csikszentmihalyi (0.417577 (neutral:0.000000)), art (0.410895 (negative:-0.763246)), Poppins (0.396898 (neutral:0.000000)), Gameflow (0.393025 (positive:0.299284)), feeling (0.376429 (positive:0.558590)), Prophets (0.374776 (neutral:0.000000)), oxygen (0.373110 (neutral:0.000000)), flame (0.369507 (neutral:0.000000)), Bow (0.365743 (neutral:0.000000)), decisions (0.365076 (positive:0.326559)), harness (0.362181 (positive:0.299284)), kind (0.360480 (positive:0.918509))

Entities:
Sid Meier:Person (0.706484 (neutral:0.000000)), Gameflow:Person (0.667203 (positive:0.299284)), Csikszentmihalyi:Person (0.531818 (neutral:0.000000)), Entrancement:Person (0.499682 (negative:-0.663200)), New Labor class:Organization (0.496642 (positive:0.299284)), Poppins:Person (0.459364 (neutral:0.000000))

Concepts:
Sid Meier (0.969826): dbpedia | freebase | yago
Game designer (0.852660): dbpedia | opencyc | yago
Pain (0.707661): dbpedia | freebase
Force (0.686706): dbpedia | freebase | opencyc
Motivation (0.661760): dbpedia | freebase
Positive psychology (0.584016): dbpedia | freebase | yago
Sid Meier's Alpha Centauri (0.571738): website | dbpedia | freebase | opencyc | yago
Energy (0.567709): dbpedia | freebase

 Opinion: Brian Moriarty's Apology For Roger Ebert
Electronic/World Wide Web>Internet Article:  Moriarty, Brian (March 15, 2011), Opinion: Brian Moriarty's Apology For Roger Ebert, Game Set Watch, Retrieved on 2011-03-23
  • Source Material [www.gamesetwatch.com]
  • Folksonomies: art video games expression media


    Schemas

    05 JUN 2016

     Attention and Flow

    Important for success.
    Folksonomies: education attention
    Folksonomies: education attention
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