Juul - "Introduction"
Juul's "Introduction" is by far the most interesting reading we've been assigned so far, in my opinion. Juul discusses a wide variety of topics concerning gaming, art, and play. He covers the evolution and categorization of video games for much of his writing, and sheds new light on the meaning behind the popular entertainment source.
The labels games can have are either emergence or progression. Emergence refers to the simplistic type of games like cards and checkers and tic tac toe. The rules and game objectives are the same every time one plays, however, due to infinite variability in the way one plays, the game is always interesting and new to the player. Progression refers to the more complex game style in which the player performs actions to complete the game in a progression fashion. This is found in adventure games, allowing for storytelling and more intricate plotlines that parallel the actual gameplay.
Juul also discusses the "classic game model" that includes six requirements based on three levels. The six requirements are fairly loose and have the potential to include a vast number of games. This flexible definition allows games to be "transmedial," meaning they cross over several different and unique types of media. He continues in this vein to conclude that video games are so unique and different from older games, and challenging the "classic game model" so harshly that it seems that their purpose is to break the model.
Another point he considers is the parts of a game. He sites Caillois in his four categories: competetion, chance, simulation/make believe, and vertigo. Caillois states that these are mutually exclusive, while Juul disagrees. The four pieces are present in every game to some degree. There is chance involved in every game we play, some more than others, and to have any context surrounding a game, one must make believe at least a little bit. That's what games do, in Juul's opinion; they "provide context for actions." He continues in his writings onto a loftier subject: art. Video games are considered lowbrow by many, as he says, but is this the truth of the matter? Video games and fine art are not so dissimilar. Just because video games are played by the masses and are available for consumption by a huge number of people, as opposed to the protected works of art in museums, doesn't mean they are any less creative, valuable, or artistic. He dreams of a day when these popular games are considered high art as they should be, to conclude our reading.