Great Chat today: Do games offer more than just fun? What are the strengths of games? Can we change the narrative of games to more than just fun?
Really love the chat today! One of our topics is about what does games offer apart from the conventional "fun"? Speaking from experience, many stakeholders from academia have described games as frivolous just because they only offer "fun", but I was arguing that games offer more than that! Personally, when I am playing games (for e.g. Starcraft) I am super stressed out but I am engaged cognitively and behaviourally, and without even realising it, unconsciously learning on how to beat this game. I find new strategies to improve myself and kept playing. But despite multiple losses, I kept persevering with one goal in mind: I need to win this game! These were, what I felt, the strength of games: unconscious learning, engagement, perseverance and resilience. But these strengths only came when the game was challenging enough which resulted in "pleasurable frustration". I am sure we have heard the state of flow, whereby if the game is challenging enough based on our skillset. Eventually, when I won the game, the sense of achievement came and followed by, "fun". But the "fun" didn't come first, and neither did it engage nor motivate me to keep playing, but that pleasurable frustration that kept me going. Another example is making a business deal. I am guessing it is pretty stressful when you have to be sharp to ensure you get the best deal, but when you do, do you feel the fun during the process or at the end? What do you think? Should the narrative of games be more than just fun? When you played games, did fun come during the process of playing or later?