The way you played as a kid probably has not changed much. It just becomes less noticeable. The truth is we live in a busy world. Our lives are consumed by our work, our families, our friends, and our personal interests. The older we get, the less time there is for play. As children, we are surrounded by toys and games to keep us entertained and stimulated. As adults, we seldom get to explore the creativity that once inspired our existence as children.
In retrospect, there have been several strides in incorporating new forms of play into our daily lives. Most commonly internet based games. If you look around at mainstream media a big chunk of it belongs to interactive media. Andrew Hinton discusses Quake and its impact on the gaming society. I was in high school when Quake emerged. There were hundreds of teenagers hogging all the computer labs on every floor just to get a piece of the action. It was a phenomenon. All the attention it drew caused others to give it a test drive. Quake not only filled a need for play but it also allowed room for creativity.
Quake was designed with the freedom of user customization. You were provided the necessary tools and functions to get started and then set free. The creators of Quake designed the game to influence user creativity and draw in a big market. There was no doubt that it had. Just the thought of this type of interaction can open so many doors for individuals who have a need to play. Once popular, “The game creators realized that, given the right conditions, the power of open communications easily eclipses the planned efforts of any single organization. The challenge is to create structures that encourage and channel that power without hindering its collective energy and creativity (Hinton, p.3).”
By incorporating creative freedom into gaming a virtual world can become a powerful accessory to real-life. Think about applications such as Second Life. In Second Life you can create a virtual you, own property, and even become an entrepreneur. If you are business minded you could even make playing your full time job. There has been a big emergence of developers and designers that make a living on Second Life designing objects for users. It is becoming an incredible phenomenon as well (5&6).
The sky is the limit for these interactive media types. What the future holds is up to us. If we reflect back on our childhood, for most of us, a majority of it was spent playing. The responsibilities of adulthood put a damper on our creativity. I believe if we were allowed to play more as adults stress would begin to lift. Our enthusiasm as a child can be our inspiration for a brighter tomorrow. We should never lose that ten year old we all have living inside of us.
Hinton, Andrew We Live Here: Games, Third Places and the Information Architecture of the Future (2006)
Huizinga, J Homo ludens: a study of the play element in culture (1950)



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