To direct his study, Juul starts by setting parameters for what a definition of games should describe. The three things he finds most important to consider are: 1.) the kinds of systems set up by the rules of the game, 2.) the relationship that the game creates with the player, and 3.) the context and significance of playing the game and the rest of the world. One could use this same formula to observe the multi-faceted impact of games as well by breaking it down into: 1.) the significance of the game in question, its rule systems, form and message in relation to itself and the body of games created before it (what does the game mean to games?), 2.) the significance of the relationship the game forms with a person through the execution of its form, as well as the meeting of the game's message with the players ideals and expectations (what does the game mean to an individual?) and 3.) the significance of the game's message to the human condition and society at large (What does the game say about society and humankind?).
Juul goes on to define games as having six features, which I will list out in both his terms and layman terms.
Game Have:
1.) Fixed Rules
Games try to make their rules as unambiguous as possible.
2.) Variable and Quantifiable Outcomes
Games must have outcomes which are both definite and differing.
3.) Valorization of the Outcome
Games have some outcomes that are more desirable than others.
4.) Player Effort
Games are interactive; players can influence the course and outcome of gameplay.
5.) Attachment of the Player to the Outcome
Players are psychologically and emotionally invested in the game's outcome.
6.) Negotiable Consequences
Real-life consequences are not inherent in games but they can be circumstantially added.
He says that every 'game' that doesn't have all of these features is either not a game or what he calls 'borderline cases'.
There's more to discuss but the jewel in Juul's work is his breakdown and then definition of games.
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