The idea of a game may change according to the personal definition that may not be sufficient in explaining what game exactly is. To understand the meaning of the game, it is vital to learn about the design and development. According to Schell the real problem in finding the exact meaning of the game is to learn about the design vocabulary. The central problem is lack of understanding regarding ideas of game designs. Another issue related to the idea of game design is what makes it good or bad. The proposition is also used to identify the weaknesses and find where the design needs improvement. The vocabulary of game design is also useful in identifying the effectiveness of ideas. Schell states that the terms game, play, and experience are different for people. Their thoughts influence their interpretation of the terminologies. The concept of good designer depends on the approach of better thinking. The author of the book represents the simplest definition of the game that is to play. However, it is not sufficient to illustrate the meaning appropriately due to the limitations (Arjoranta, 2014).
Feelings of surprise and fun define the game as it provides the opportunity of enjoying and experiencing unusual things. Fun is a common element that people associate with games as their main purpose of playing the game is to derive happiness or something that makes them feel better. Schell also relates the elements of pleasure and surprise with the notion game. He presents the idea that game allows people to find surprises while the surprises may be in the form of artwork, technology, and rules. The author for representing a clear idea of the game uses the lens of a surprise to link it with entertainment. The central reason for people to play the game is to seek entertainment. It allows them to overcome boredom or monotonous routines. The role of the brain is also visible in exhibiting surprises as it craves for entertainment. Brain allures the entertaining aspects as it allows the brain to engage in new activities.
The participants of the game can find pleasure through engaging them in different scenes and events. The creation of designs in the game and different circumstances allow players to use their brains in solving puzzles or finding solutions. To better explain games through the lens of surprise Schell mentions games allow, “experiments, brain scans revealed that even during unpleasant surprises, the pleasure centers of the brain are triggered” (Schell). The lens of fun also demonstrates the reasons for game creation and why people like to spend time on them. Throughout the game, people explore elements of fun and the events that lead to increased fun. He further mentions, “play is the aimless expenditure of exuberant energy” (Schell). Surplus energy and theory of play explain the game and its reasons. Psychology also depicts the meaning of the game and its role in the brain of people. The purpose of play according to the author is to enhance energy as it boosts their enthusiasm. Play can be aimless, but it is difficult to identify the purpose of the game as it varies according to people (Schell, 2008).
Schell in his discussion represents different meanings of the game depending on the behavior of people. Users of gameplay it for different reasons while the central cause include is for fun. The appropriate strategy of defining game relies on assessing it through the lens of surprise and fun. Games allow people to relax and seek pleasure in different games. Surprises in the game are essential elements of fun and entertainment. Thinking and behavior affect the judgment and views of people regarding the game and its purpose. Games play a vital role in overcoming boredom.
Arjoranta, J. (2014). Game Definitions: A Wittgensteinian Approach. The international journal of computer game research.
Schell, J. (2008). The Art of Game Design. Elsevier.