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La Práctica Del Juego
La Práctica Del Juego
“Play it again, Sam!” OK, devoted cinephiles know that Humphrey Bogart
really did not say this in Casablanca, but it is the ubiquitously quoted line
and we’re going with it – especially because the idea of playing something
over and over again fits with the idea of a practice and subsequently teach-
ing entrepreneurship as a method. The practice of play is about developing
a free and imaginative mind, allowing one to see a wealth of possibilities,
a world of opportunities, and a pathway to more innovative ways of being
entrepreneurial. In fact, play has been pointed to as a necessary twenty-
first-century skill (Pink, 2005).
Jesse Schell, in his book The Art of Game Design (2010), dedicates a
portion of a chapter to “A rant about definitions,” calling out what he sees
to be an overly large commitment of energy to definitional precision, while
at the same time recognizing that having your own definition in mind is
quite helpful in framing the discussion or, ultimately, the action. Useful
for our purposes, Schell calls out the “murky” terms in the field of game
design, emphasizing “experience,” “play,” and “game” as defined differ-
ently by different people. Our interest for advancing entrepreneurship
education is in exploring the differences between “play” and “game,” with
ultimately some consideration of “fun.”
The Dutch historian, Johan Huizinga, is one of the earliest people to
devote careful thought to the concept of play, going so far as to suggest
that instead of Homo sapiens we should actually be known as Homo
ludens, or “Man the Player” (Huizinga, 1944). Huizinga defines “play” as:
[A] free activity standing quite consciously outside “ordinary” life as being “not
serious,” but at the same time absorbing the player intensely and utterly. It is an
activity connected with no material interest, and no profit can be gained by it. It
proceeds within its own proper boundaries of time and space according to fixed
rules and in an orderly manner. (Huizinga, 1944, p. 13/Kindle).
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Kraus suggests that none of these theories could stand on their own, and
proposes his own definition of play:
[Play is] regarded as an activity carried on within leisure for purposes of pleas-
ure and self-expression. It tends to be active and to be carried on in a spirit of
competition, exploration, or make-believe. Customarily, play is regarded as
a child’s activity, although an adult may also engage in play and under some
circumstances may find play in his [sic] work. (Kraus, 1971, p. 266)
The challenge in thinking about play, however, is that we (the adults) tend to
associate this kind of play with childhood, a time of freedom and imagination
where minutes turned into hours, backyards transformed into magical faraway
kingdoms, living rooms were reconfigured into tent cities, swimming pools
became uncharted waters littered with sunken treasure, and stuffed animals sat
at attention waiting for the assignment from the young seven-year-old teacher
(Neck, 2010, p. 41).
While moving between consideration of play and game may get confus-
ing, Schell (2010) provides an extremely useful way of building from
definitions of multiple concepts (play, fun, toy, and games). When
summarized, “play” and “games,” particularly regarding application to
education and practice, lie at the intersections of rules, engagement, and
fun.
While a game by definition is rules based, play also has rules. Huizinga
explicitly connects play with games through rules: “All play has its
rules . . . Indeed, as soon as the rules are transgressed the whole play-world
collapses. The game is over” (Huizinga, 1944, p. 238).
Related to the question of rules is the question of the voluntary nature
of play. One suggested difference between play and games is that play
is voluntary and superfluous, filling no basic need except enjoyment
(Huizinga, 1944, p. 175). This voluntary nature does raise the question
of how play becomes an educational practice and indeed makes us very
aware of the different types of teaching approaches needed to advance this
practice. Rules give a framework where engagement can happen. When
engaged within a framework there is an understanding of “the game,” and
more fun can be experienced.
Engagement is a key quality that makes play enjoyable (Csikszentmihalyi,
For play:
For fun:
For toy:
For games:
Flow denotes the holistic sensation present when we act with total involvement.
It is the kind of feeling after which one nostalgically says: “that was fun,” or
“that was enjoyable.” It is the state in which action follows upon action accord-
ing to an internal logic which seems to need no conscious intervention on our
part. We experience it as a unified flowing from one moment to the next, in
which we feel in control of our actions, and in which there is little distinction
between self and environment: between stimulus and response; or between past,
present and future. (Csikszentmihalyi, 1990, p. 41)
in Hromek and Roffey, 2009, p. 630). Overall, laughter, humor, and light-
heartedness are credited with both health and professional benefits (Pink,
2005).
Early games were designed to teach children survival skills while enter-
taining them (Shubik, 2009). The introduction of using games for training
and education (didactic application) is largely tracked to war games (de
Freitas, 2006), particularly around the time of World War II (Cohen and
Rhenman, 1961; Shubik, 2009; Verzat et al., 2009). Since then, intention-
ally playing games has become an extensive part of the world of business,
as well as for various kinds of education, nonprofit, and government
organizations targeting social change. Two of the major areas where this
can be seen are in the use of video games for purposeful education, called
serious games, and, to a much more limited extent while staying quite
interesting, the use of alternative reality games.
The first use of the term Serious Games is attributed to Carl C. Abt’s
book of the same name in 1970 (Annetta, 2008). In general, serious games
are an outcome of “the convergence of education and gaming technolo-
gies, positioned as part of an evolution of learning” (Annetta, 2008, p. ix),
with defining criteria that include a focus on governance by rules and spe-
cific outcomes that include the “pleasure of play” (Lastowka, 2009, p. 380;
Greene, 2011). Early game pioneers tried to capture these characteristics.
“Game play is about problem solving, applying ingenuity, anticipating the
programmers’ challenges, and their humour, in a tough cycle of observe,
question, hypothesize, test” (Heppell, 2006, p. 4).
What is actually included in the genre of “serious games” is still some-
what ambiguous (Greene, 2011), with an emerging inventory of related
terms being developed, moving the field towards a goal of a more shared
and consistent terminology. Sawyer and Smith’s (2008) examples to
date include: educational games, simulations, virtual reality, alternative-
purpose games, edutainment, digital game-based learning, immersive
learning simulations, social impact games, persuasive games, games for
change, games for good, synthetic learning environments, and game-based
“X.” One suggestion for an overarching term is that of immersive learn-
ing simulations, a categorization which includes those interactive learning
tools that are representative of a real life situation and combine aspects of
simulations, learning, and competition (Schooley et al., 2008). Another
approach that we find more helpful, as we think about not only types but
what makes up a serious game, is “the use of games or gaming dynamics
not simply to entertain the player, but rather to inspire a particular action,
effect some type of attitudinal change, or instill a particular lesson in the
service of an organizational goal” (Keitt and Jackson, 2008, p. 3).
These attributes, or what makes up these games, are actually among our
primary concerns. Merrilea Mayo, former director of Future Learning
Initiatives at the Ewing Marion Kauffman Foundation, identified several
game features that contribute to enhanced learning environments. By
analyzing video game research from various authors she concluded that
video games foster self-efficacy, collaboration, user-directed exploration,
and continuous feedback. The gaming features are also seen to contribute
to enhanced creativity. Improving self-efficacy leads to a greater belief in
one’s ability; collaboration requires group-based problem solving; user-
directed exploration incites tolerance for ambiguity and curiosity; and
continuous feedback provides real time learning to apply as one progresses
through the game. It makes for a virtuous circle of practicing play as the
game, or series of games, is played over and over.
Part of the growth in this area is due not only to the intersection of
gaming technology and education, but also to the sheer size of the video
game industry and the ever growing population of gamers. This has to do
with not only the consideration of who might like to play, but also who
is now making the decision about how work is done and how people are
trained to do that work. In many respects, higher education, and entrepre-
neurship education specifically, is very late to the gaming party! Box 2.2
highlights some of the relevant gaming statistics today.
While mainstream video gaming numbers are intriguing from a societal
perspective and help us understand the general video game industry, it is
the serious game market that is of particular interest to us as educators.
The market for simulation-focused learning was nearly $2.4 billion in
2012 and projected to grow to $6.6 billion in 2017. Revenues for pack-
aged mobile education games reached $307.5 million in 2012, expected to
reach $459.9 million by 2017.1 The U.S. Army has created its own video
group unit with the intent of investing up to $50 million for game training
systems.2 The intersection of education and social change with gaming is
awe inspiring. For example, the game called Half the Sky Movement raises
awareness and funds for global girl empowerment. Within six months the
game reached 1 million registered players on Facebook! The game play
has triggered more than 230 350 free book donations, raised over $145 100
for fistula surgeries, and contributed $410 450 in direct and sponsored
donations.3
There are other changes in the industry producing these games. Serious
games are being used as effective employee training and productivity
tools. Intel provides an online arcade as a game training center for its
The use of video games for teaching has become the subject of much
research in a number of different fields, largely in different types of cog-
nitive sciences. Part of the discussion is led by the changing nature and
understanding of not only how generations learn, but also how they want
to work (Tapscott, 1998, 2009; Beck and Wade, 2004; Pink, 2005; Gee,
2007; Palfrey and Gasser, 2008; Edery and Mollick, 2009; Reeves and
Read, 2009; Greene, 2011). For example, James Gee, a leading theorist in
the field of learning in and through video games, is a linguist, with early
work focused on language, learning, and literacy (Gee, 2007). For Gee,
people learning to play video games are engaging in a semiotic exercise,
in essence learning a new literacy complete with all the accompanying
visual symbols. Gee cites Jean Lave, the social situation cognition theo-
rist, quoting her in “learning is not best judged by a change in minds” (the
traditional school measure), but by “changing participation in changing
practices.” For both these theorists, the movement is toward a form of
learning that essentially moves from the use of “particular tools and
techniques for learning” to ways “in which participants and practices
change” (Gee, 2007, p. 203). “[T]he term ‘learning mechanism’ diminishes
in importance, in fact, it may fall out altogether, as ‘mechanisms’ disap-
pear into practice” (Gee, 2007, p. 203). One of the advantages Gee sees
in playing these games is the contribution of practice; people can play
before they are competent and continue to play (practicing) to develop
their skills.
All of these advances suggest that our increased understanding of how
people learn is supporting the emerging and proposed changes in how we
teach, and certainly there is growing interest and acceptance in educational
or serious games. As John Geiger describes it, “The play, the interaction,
the rules, the value system in the games” combine with the other needed
parts of the trajectory, “the pedagogy, the instruction, and making sure
the learning outcome is met” (Geiger, in Greene, 2011, p. 268). The
approach is not without its opponents, or at least those who question some
of the attributes of the approach. Concerns abound, largely at the level of
younger children, about the overall influence of computer games, espe-
cially given a perception of violence and aggression (Foster and Mishra,
2009). The additional issue is the increasing concern about an approach
to education that more heavily relies on “edutainment” (de Castell and
Jenson, 2003), a concern that raises questions about learning objectives,
processes, and outcomes. Early research in this area looked at what play
meant in terms of definition, structures, functions, and outcomes as well
as the role of actual pleasure and enjoyment (de Castell and Jenson), but
Within that scope lies limitless practical potential to use video games for the
betterment of the individual, yet much depends on the creativity and motiva-
tion of the end user, to make that crucial MacGuyveresque shift of perspective.
Not everything can be listed on the box, and a tool can only do so much on its
own. (Waugh, 2008 in Greene, 2011, p. 261)
Examples of this include using The Sims Open for Business to teach the creation
of entrepreneurial culture (Greene and Brush, 2009) and SimCity for civil engi-
neering and government (Van Eck, 2006). Others include Civilization, CSI, and
RollerCoaster Tycoon for teaching history, forensics, and physics respectively.
Once considered “slightly eccentric” or the domain of “specialist companies,”
Serious Games are now becoming much more mainstream, a trend attributed
back to that “increasingly sophisticated and affordable technology” (Damon,
2009). (Greene, 2011, p. 270)
other identities and moving into a fantasy of how you would lead, plan,
react, and so on. A simulation, perhaps at its best, provides content and
context to provide a more meaningful experience (Enspire Learning,
2007).
While a great deal of emphasis in this chapter has been on video and
computer games and simulations, largely owing to the many questions
that exist in the field, other types of games should absolutely be noted and
considered as well. For example, the alternative reality game (ARG) has a
niche following. This type of game is a socio-fantasy type of game, while
having the potential for constructivism as well. These games are generally
targeted toward teaching complex content while potentially motivating
changes in behavior. In their overarching study of ARGs, Enspire
Learning (2007) define this genre of gaming as “ interactive experiences
that make use of modern technologies and modes of communication to
frame game events” and provide characteristics that include the following:
ARGs are emerging in both the business and the educational world.
In 2008 ARGs were named one of the top 20 breakthrough ideas by the
Harvard Business Review and celebrated in a blog by Jane McGonigal,
one of the main advocates of ARG use. Examples of current uses of
ARGs include Conspiracy for Good, which engage players to volunteer for
nonprofit organizations, and Skeleton Chase and Cryptozoo (by Indiana
University and the American Heart Association respectively) teach about
getting people more physically active (http://www.argn.com/).
In sum, all types of games are considered in the practice of play, eve-
rything from physical games (creating and flying paper airplanes as part
of an innovation exercise) to board games (reframing Settlers of Catan to
learn about regional resources and populations) to video games (using The
SIMS to teach culture creation). As educators we are only limited by our
own imagination.
1. What are the learning objectives for the exercise, course, etc.? As with
any pedagogy, the desired outcomes need to be carefully thought out
and planned, leaving room for both student and instructor to grow
and maybe even be surprised.
2. What is the appropriate type of game? While computer games, mobile
apps, ARGS, and so on offer a wide range of opportunities, more
traditional games remain a positive option.
3. What are the rules? Are there rules? What happens if someone breaks
Raph Koster (2005) on his theory of fun said that fun is just another
word for learning. He also said that “fun is a neurochemical reward
to encourage us to keep trying” (p. 19). We are not sure where formal
education stopped becoming fun, but it has. Classrooms facilitating the
learning of entrepreneurship and encouraging students to think and act
entrepreneurially require a playful, engaging, challenging, and enjoying
experience. We want you, as an educator, to honestly answer some of
these questions:
If you answered yes to any of the questions above, the diagnosis is simple.
You lack play in your entrepreneurship class. The remedy? Start building
a practice of play for both yourself and your students. It is not just an
interesting or alternative approach – it is really necessary.