Roger Caillois defines what it
means to “play” in comparison to “work” within adult world in his book, Man, Play and Games. The distinction
between the real world and the world of the game is separated by the rules that
can define a game however are often not always respected in the real world. The
freedom that also exists to play a game that does not entail any form of salary
or monetary exchange related to the real world makes the outcome of the game
arbitrary except for terms of entertainment or amusement. While these rules and
restrictions on what actually constitutes “playing”, the relationship between
games and the impact on the players of the game may affect the behavior of
players when they are not longer playing. Callois points out how this form of crossover
related to “mimicry” will often “cross the border between childhood and
adulthood”. The importance of this time of “play” is so crucial that one would
have difficulty discovering passion if they are not able to actually have time
in structured work or education where the goal is not entertainment.
Mimicry will often consist of
scenarios where the individual must make decisions where the consequences can
be understood in another form of context. The child is “thus confronted with a
diverse series of manifestations, the common element of which is that the
subject makes believe or makes others believe that he is someone other than
himself” (10). While the individual is often faced with obstacles in their own
world of imagination, creativity to advance the game and alter the rules will
lead to scenarios where one can be the happiest. When compared with our own
education system, I am actually surprised that student is not presented with
more opportunities to engage in mimicry prescribed by instruction of the
teacher. The value of playing a game that is not make of strictly one’s own
imagination is that new possibilities become available similar to the parameters
of more modern games. This form of copying helps to reflect where a child might
feel a particular passion for what they enjoy as entertainment or even their
favorite kind of game.
Just a few thoughts... I would avoid saying that the outcome of games is arbitrary, just because an essential element of games is that the outcomes be to some degree uncertain. Your second paragraph on mimicry seems to suggest that teaching could be usefully enhanced by gameplay, or at least situations of roleplay or "make believe"... certainly, people learn best in different ways, and for some, kinesthetic or less structured, more performative learning could be far more effective than verbal or visual means!
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