A designed experience in which a set of rules balances chance and/or the skill of other participants with a player’s decisions. A game model laid out by the Danish game designer and theorist Jesper Juul balances the restrictions of successful game interfaces with the flexibility required for play: “1) a rule-based formal system; 2) with variable and quantifiable outcomes; 3) where different outcomes are assigned different values; 4) where the player exerts effort in order to influence the outcome; 5) the player feels emotionally attached to the outcome; 6) and the consequences of the activity are optional and negotiable.” Games may be social in nature or solitary, but play is the focus in either scenario.
Works
8 works online
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Toru Iwatani Pac-Man 1980
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Man Ray (Emmanuel Radnitzky) Chess Set 1920–1926
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Josef Hartwig Chess Set 1924
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Takako Saito Nut & Bolt Chess 1965-66
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Charles Eames, Ray Eames House of Cards (giant size) 1954
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Will Wright The Sims 2000
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Jenova (Xinghan) Chen Flower 2009
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E-Line Media, Cook Inlet Tribal Council, Inc, Ishmael (Angaluuk) Hope Never Alone (Kisima Inŋitchuŋa) 2014
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