Brian-Sutton Smith's Seven Rhetorics of Play

Play as Progress: Play is a way of turning children into adults. Play is valuable because it educates and develops the cognitive capacities of human or animal youth. Examples: All forms of children's play and animal play

Play as Fate: Human lives and play are controlled by fate in the form of destiny, gods, atoms, neurons, or luck, but not by free will. Examples: Gambling and games of chance

Play as Power: Play is a form of conflict and a way to fortify the status of those who control the play or are its heroes. Examples: Sports, athletics, and contests

Play as Identity: Play is a means of confirming, maintaining, or advancing the identity of a community of players. Examples: Traditional and community celebrations and festivals

Play as the Imaginary: The essence of play is imagination, flexibility, and creativity. Play is synonymous with innovation. Examples: Playful improvisation in art, literature and other forms of culture

Play as Rhetoric of the Self: Play exists to evolve the self, by providing intrinsic experiences of pleasure, relaxation, and escape, either through play itself or through the aesthetic satisfaction of play performances. Examples: Solitary play activities like hobbies and high-risk play like rock climbing

Play as Frivolity: Play is oppositional, parodic and sometimes revolutionary; this rhetoric is opposed to a "work ethic" view of play as a useless activity. Examples: The activities of the idle or the foolish, and the historical multicultural roles of the Trickster and the Fool

Notes:

Folksonomies: games culture play

Taxonomies:
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/art and entertainment/shows and events (0.379227)

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 Rules of Play: Game Design Fundamentals
Books, Brochures, and Chapters>Book:  Salen, Katie (2003925), Rules of Play: Game Design Fundamentals, Retrieved on 2018-07-27
Folksonomies: games game design gameplay