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Editor: antont
Time: 2007/12/23 01:29:40 GMT+0
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http://onlyagame.typepad.com/only_a_game/2005/12/the_anarchy_of__1.html

<br><br><blockquote>In 1958, the eclectic intellectual Roger Caillois identified four patterns of play - [Agon] ([competition]), [Alea] ([chance]), [Mimicry] (simulation), and [Ilinx] (vertigo). Caillois was aware that these patterns did not cover the entire spectrum of play, but was working towards a sociological model, relating these games to the way societies are organised. Caillois' model for play also includes an axis of distinction, between the formal, rule-focused state of ludus and the anarchic state of spontaneous play he refers to as paidia. He describes paidia as follows:<br></blockquote><blockquote><blockquote>(Games) can also be placed on a continuum between two opposite poles. At one extreme an almost indivisible principle, common to diversion, turbulence, free improvisation, and carefree gaiety is dominant. It manifests a kind of uncontrollable fantasy that can be designated by the term paidia. At the opposite extreme, this frolicsome and impulsive exuberance is almost entirely absorbed or disciplined by a complimentary, and in some respects inverse, tendency to its anarchic and capricious nature... I call this second component [Ludus].

(I conjugate 'ludus' to the adjective 'ludic', and 'paidia' to the adjective 'paidic'; I believe language is flexible enough to absorb my reckless conjugations.)

I have accused game designers of being remiss in overlooking the value of alea (games of chance) but we are, on the whole, prone to overlook paidia completely. This is not surprising: the game designer's craft is generally about producing the framework of play, which is to say the rules and abstractions that define the game world and its gameplay. In essence, the game designer works in the field of ludus, and this application of ludic elements is a contrary state of affairs to paidia.</blockquote></blockquote>

http://onlyagame.typepad.com/only_a_game/2005/12/the_anarchy_of__1.html

In 1958, the eclectic intellectual Roger Caillois identified four patterns of play - Agon ([competition]?), [Alea]? ([chance]?), [Mimicry]? (simulation), and [Ilinx]? (vertigo). Caillois was aware that these patterns did not cover the entire spectrum of play, but was working towards a sociological model, relating these games to the way societies are organised. Caillois' model for play also includes an axis of distinction, between the formal, rule-focused state of ludus and the anarchic state of spontaneous play he refers to as paidia. He describes paidia as follows:
(Games) can also be placed on a continuum between two opposite poles. At one extreme an almost indivisible principle, common to diversion, turbulence, free improvisation, and carefree gaiety is dominant. It manifests a kind of uncontrollable fantasy that can be designated by the term paidia. At the opposite extreme, this frolicsome and impulsive exuberance is almost entirely absorbed or disciplined by a complimentary, and in some respects inverse, tendency to its anarchic and capricious nature... I call this second component Ludus. (I conjugate 'ludus' to the adjective 'ludic', and 'paidia' to the adjective 'paidic'; I believe language is flexible enough to absorb my reckless conjugations.) I have accused game designers of being remiss in overlooking the value of alea (games of chance) but we are, on the whole, prone to overlook paidia completely. This is not surprising: the game designer's craft is generally about producing the framework of play, which is to say the rules and abstractions that define the game world and its gameplay. In essence, the game designer works in the field of ludus, and this application of ludic elements is a contrary state of affairs to paidia.

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