Frustrating Desire

Theory, Culture and Society 24 (1):89-108 (2007)
  Copy   BIBTEX

Abstract

In the emerging academic field of game studies, Roger Caillois’ Les Jeux et les hommes has already received the status of an obligatory reference. It is honoured as one of the few classic texts in game theory, but some also argue that it is not useful for analysing digital games. Caillois’ book is of particular interest for cultural theorists, though, because it presents a theory of games and play while also addressing the meaning of play. After analysing more closely why Caillois’ theory falls short when it is applied to digital games, we suggest a slight modification of its categories. Starting from the four game dimensions outlined by Caillois - competition, chance, simulation and vertigo - and his two modes of playing, paidia and ludus, we build on his theory by distinguishing two additional game characteristics, called repens and repositio. Both deal with the internal, temporal organization of a game. Repens is a specific characteristic of games that appeals to the player’s desire to discover, explore and get to know the surprises a game has in store and to make progress by learning from these surprises. Repositio denotes complementary experiences: having to retry, return, replay and repeat a certain action while getting better at it with every try. The balance, or unbalance, between repens and repositio, as characteristic elements of many digital games, determines to a large extent their attraction. Finally, repens and repositio are not only indicators of fun in the playing of digital games; they also hint at basic elements in learning theories and social theory. The study of the interplay between repens and repositio can help in clarifying the possibilities and limitations of digital games for learning purposes.

Other Versions

No versions found

Links

PhilArchive



    Upload a copy of this work     Papers currently archived: 100,448

External links

Setup an account with your affiliations in order to access resources via your University's proxy server

Through your library

Similar books and articles

Games as Authorial Platforms? An Exploration of the Legal Status of User-Created Content from Digital Games.Gabriele Aroni - 2023 - International Journal for the Semiotics of Law - Revue Internationale de Sémiotique Juridique 36 (5):2021-2036.
Two Kinds of Games.Filip Kobiela - 2011 - Acta Universitatis Carolinae Kinanthropologica 47 (1):61-67.
Metagames: Games about G ames.Agata Waszkiewicz - 2024 - New York: Routledge/Taylor & Francis Group.
There's No Place Like Home: Dwelling and Being at Home in Digital Games.Daniel Vella - 2019 - In Espen Aarseth & Stephan Günzel (eds.), Ludotopia: Spaces, Places, and Territories in Computer Games. Transcript Verlag, Roswitha Gost, Sigrid Nokel U. Dr. Karin Werner. pp. 141-166.

Analytics

Added to PP
2014-02-02

Downloads
32 (#696,492)

6 months
2 (#1,685,363)

Historical graph of downloads
How can I increase my downloads?

Citations of this work

No citations found.

Add more citations

References found in this work

The Savage Mind.Alasdair MacIntyre & Claude Levi-Strauss - 1967 - Philosophical Quarterly 17 (69):372.
Anthropologie structurale.Claude Lévi-Strauss - 1958 - Les Etudes Philosophiques 13 (4):553-554.
Les jeux et les hommes.Roger Caillois - 1958 - Revue Philosophique de la France Et de l'Etranger 148:542-543.
Jean Piaget.Thomas Kesselring - 1989 - Revue Philosophique de la France Et de l'Etranger 179 (4):630-630.

Add more references