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A Tool for Characterizing the Experience of Play

Brigid Costello Ernest Edmonds


School of English, Media and Creativity & Cognition Studios
Performing Arts University of Technology, Sydney
University of New South Wales P.O. Box 123 Broadway, NSW 2007,
SYDNEY NSW 2052, Australia Australia
bm.costello@unsw.edu.au ernest@ernestedmonds.com
ABSTRACT framework.
We survey six theories that characterize the pleasurable aspects of The research project that lead to the development of the
a play experience and synthesize these to develop a new framework was focused on the development of playful
framework. This new play framework contains thirteen categories; experiences within an interactive art context. This context meant
creation, exploration, discovery, difficulty, competition, danger, that the project was interested in a wide range of playful activities
captivation, sensation, sympathy, simulation, fantasy, camaraderie including, but not only, those that can be described by the word
and subversion. The methods of using this framework as a tool to game. It is this breadth that we believe makes the framework
aid in the design of playful interactive experiences are then presented here a useful contribution to the field of interactive
discussed. entertainment. The framework extends recent work by game
designers, producing a tool that can be used in the design and
Categories and Subject Descriptors evaluation of a much wider range of interactive entertainment
H.5.2. [Information Interfaces and Presentation]: User Interfaces-- contexts than those able to be described by the word game.
-Evaluation/Methodology, Input Devices and Strategies, Screen We would like to stress that the framework is not being presented
Design. J.5 [Computer Applications]: Arts and Humanities--- Fine as a formula or recipe for creating a successful piece of
arts. interactive entertainment. It is being presented as a tool for
thinking through and about a playful experience. The play
General Terms framework can be used to characterize a play experience during
Design, Human Factors. both the creation and the evaluation phases of an interaction
design. As such, it is a design tool that enables designers of
interactive entertainment to think in a more detailed and focused
Keywords way about the type of playful experiences that they want their
Play, interaction design, user experience, human-computer work to elicit.
interaction, theoretical framework.
2. FRAMEWORK DEVELOPMENT
The play framework was developed as a synthesis of the ideas of
1. INTRODUCTION six theorists all of whom approached play and pleasure from
... when an act is performed solely because of the pleasure it different perspectives. Firstly, the framework was inspired by the
affords, there is play. [13] theories of philosophers Karl Groos and Roger Callois, whose
ideas arose out of their desire to accurately define a play
The research that this paper discusses began with an aim to experience [5] [13]. Secondly, the play framework was influenced
uncover practical design strategies that might be useful for the by the ideas of the psychologist Mihaly Csikszentmihalyi, who
creation of playful interactive experiences. A survey of theories of focused on play as a type of pleasurable experience, and the
play revealed a common area of focus, the types of pleasures psychologist Michael Apter, who focused on the stimulation of
experienced by the player when they are playing. A synthesis of play [8] [1]. Lastly, the play framework drew on the ideas of game
these theories led to the development of a new play framework of designers Pierre Garneau and Marc LeBlanc, who were interested
thirteen types of experiential qualities that could possibly arouse in delineating types of pleasure in games [10] [14]. Although the
pleasurable feelings when one is playing. The aim was to develop differing perspectives of each theorist meant that their ideas could
a tool that could then be used to aid the experiential design of not be directly equated, there was enough similarity of focus to
playful interactive works. This paper will outline the six key enable several common themes to emerge when they were each
theories that influenced the development of the framework before compared. These common themes were then developed into a play
describing the categories within the framework in more detail. framework, with this development focusing on the experience of
Lastly, the paper will briefly discuss potential applications of the play within an interactive art context. This was a context that
influenced which ideas had more emphasis in the final framework.
Permission to make digital or hard copies of all or part of this work for Those ideas that seemed to relate to the narrower more defined
personal or classroom use is granted without fee provided that copies are world of games, for example, were often combined into one broad
not made or distributed for profit or commercial advantage and that theme because it was felt that this suited the wider range of play
copies bear this notice and the full citation on the first page. To copy experiences that could occur within an art experience.
otherwise, or republish, to post on servers or to redistribute to lists,
requires prior specific permission and/or a fee. The different perspectives of the six theorists are reflected in the
IE 09, December 17-19, 2009, Sydney, Australia. names they each gave to the categories they developed. Groos
Copyright 2009 ACM 978-1-4503-0010-0/09/12$10.00. called his categories pleasures, while Callois called his attitudes.
Csikszentmihalyi called his needs, while Apters categories were theorists and should by no means be regarded as trying to do so.
strategies of arousal. Garneau described his as forms of fun, while In many cases the final framework was influenced by just one
LeBlancs categories were aesthetics. These alternatives were all aspect of a certain theorists ideas rather than being directly drawn
considered when deciding what to term the thirteen categories from their total concept. It is also worth noting that the theorists
within the play framework. It was finally decided to use the term ideas are aligned with the final framework rather than with each
pleasure, even though the categories within the framework were other. The table is not, for example, directly equating Le Blancs
regarded as each being capable of arousing as much displeasure as submission with Garneaus immersion but rather indicating that
pleasure. However, an audience member who experiences aspects of both these ideas contributed to our development of the
displeasure is liable to become distracted and to stop exploring an category of captivation. The table should be read, therefore, as a
artwork and this lack of engagement was not the aim of the crude map of the relationship between the final framework and the
research. Calling the categories pleasures, therefore, symbolised different theories that have influenced it.
the purpose of these categories within this particular design
context. That is, within such a design these categories aim to Table 1: Summary of frameworks contributing theories
evoke pleasure. The categories within the play framework detail
the types of experiential qualities that an audience member might

gain pleasure from when experiencing play within an interactive Table 1 arranges the various influential theories chronologically
work. They are intended to be used in design and evaluation to with the earliest to the left and the most recent to the right. This
help define, describe and/or identify the characteristics of a play reveals a tendency for each categorisation to become increasingly
experience. more specific. As they do so, each theorist is quick to point out
the impossibility of ever arriving at a definitive list of the
3. THEORETICAL INFLUENCES pleasurable qualities of a play experience. Likewise, the play
The six theories that influenced the development of the play framework presented here should not be regarded as a definitive
framework are summarized in table 1. This table also shows how list, nor should its categories be seen as discrete elements. It will
each idea relates to the final synthesis of thirteen categories (right- become clear as we explore each of the categories that
hand column). As with any summary, this table does not do interrelationships often occur amongst them and their boundaries
justice to the complexity of the ideas being expressed by these are sometimes quite fluid. The categories in this play framework
are only possible pleasures that might be involved in a play sense of freedom in play, for if I were able only to set an act on
experience within an interactive art context. They are not regarded foot, but not go on with it, my freedom would vanish as soon as
as being essential, rather, they provide a framework for describing my causality ceased [12]. Pleasure in being a cause is regarded
and thinking about the different pleasurable qualities that might be by Groos as the psychological foundation for all play [12].
involved in such an experience.
Groos regards the pleasure of make-believe as a secondary
Before we begin our discussion of the individual theories it is also pleasure that is linked to this primary pleasure of being a cause.
worth discussing why this project chose to synthesize a new For Groos, as with many later theorists, one of the most
framework and did not directly apply LeBlanc or Garneaus fascinating aspects of make-believe is the players state of
theories. When this project began there was very little published conscious self-illusion [12]. In order for make-believe to
material on either of LeBlanc or Garneaus frameworks. The operate as play, a player must act as if the make-believe is true
material that existed had very little detail about individual whilst still maintaining an awareness that it is not true. For
categories and even less detail about the theories that contributed example, in play, actions that may have more serious
to creating these frameworks. We consequently began looking to consequences in the real world (e.g. a punch) are usually protected
other play theorists for guidance and once we did so we realized by the frame of make-believe, by the awareness that one is only
that there were useful concepts that were not obviously included playing. As Groos comments, a lack of conscious self-illusion,
in Garneau and LeBlancs game focused frameworks. The new that is, a total belief in make-believe, would shift the activity out
play framework aimed to be broader in scope so that it could of play and into the realm of the pathological [12]. Being in a state
reflect the wide range of possible play activities in interactive art. of conscious self-illusion is, therefore, essential for maintaining
The aim was also to describe the framework categories and their the play experience.
conceptual underpinnings in detail so that the framework could be
easily applied by other practitioners. Lastly, the need for a new This conscious self-illusion is, Groos argues, tied to a sense of
framework was driven by the projects focus on audience being the cause of the make-believe and this feeling is
experience. It was always intended that the framework would be pleasurable. As he puts it:
used in audience evaluation and so the category names were ... the real I feels itself to be the originator of the make-believe
developed with a view to them being easily understood in this images and emotions which it calls forth voluntarily, and this
context. feeling of being a cause glides over unconsciously to the world of
The following sub-sections will outline each of the six different illusion and gives to it a quality not possessed by reality. [12]
theories that influenced the development of the final play In stating this Groos is arguing against the position of
framework. We will deal with each of these theories separately contemporaries who saw consciousness during make-believe as
because each involves concepts that were instrumental to the actively oscillating between the real and the apparent. For Groos,
development of a different grouping of experiential qualities our sense of being the cause of the illusion means it is always
within the final play framework. The final sub-section will then characterised as not real and we do not have to consciously
deal with four factors that are regarded as being modifying keep making the distinction.
variables for each of the categories.
The pleasure that then arises out of this feeling of being the
originator of make-believe is, Groos feels, tied to a feeling of
3.1 Karl Groos freedom that comes from having control. He argues that while
The development of the play framework drew on three concepts reality makes us feel helpless and oppressed, in make-believe
developed by Karl Groos at the end of the nineteenth century. The we feel free and independent [12]. This emphasis on a freedom
first of these was the pleasure of being a cause or the pleasure from oppressive reality is echoed by other theorists. For example,
of acting and having an effect and this, Groos argued, is the Buytendijk, writing in 1933, lists as one of his two motivational
primary overarching pleasure of all play. He regarded his next forces of play a liberation drive or an urge to be free from the
category, the pleasure of make-believe, as a sub-category within pressure of the real world [4]. Another theorist, Goldman,
this [12]. His third concept, the idea of aesthetic sympathy, he describes the power that make-believe play gives children to
then saw as being related to psychological and physical processes recontextualise their experiences ... free of the temporal-spatial
within this sub-category of make-believe [13]. His three concepts and motivational constraints of real life [11]. Child psychologist
are therefore related hierarchically, with the pleasure of being a Winnicott ascribes to the creative freedom of play an attitude to
cause at the top of the structure. eternal reality that makes the individual feel that life is worth
The pleasure of being a cause was first proposed by Groos in his living [19]. For these theorists, the enjoyment of playful make-
1898 book The Play of Animals. He describes this pleasure as the believe stems from the feeling of freedom one obtains from being
delight in the control we have over our bodies and over external able to create ones own reality in illusion.
objects, as the delight of extending the sphere of our ability Groos third concept, that of aesthetic sympathy, describes aspects
and also as the joy in being able to accomplish something [12]. of these psychological pleasures of play more specifically and,
He relates this joy to an instinctive striving for supremacy and most importantly, connects them to the physical pleasures of the
says that the animal begins by mastering its body and then turns playing body. He describes the powerful affect induced by play as
its attention to mastering objects and finally develops more social being both physical and psychological. The power of this
forms of play. These social forms of play are, he argues, still relationship is later attributed by Winnicott to the magic of
related to supremacy. He associates, for example, play based on intimacy [19]. Winnicott positions the object of play as
building, nursing or curiosity with impulses of ownership and paradoxically neither part of the self nor part of the not-me, that
subjugation, while imitative play and courtship are associated which the individual has decided to recognise ... as truly external
with rivalry [12]. Groos sees being a cause as united with the [19]. Similarly, Groos positions the object of play as neither
completely external nor completely internal to the player. This 3.2 Roger Caillois
relationship, for him, is characterised by a process he calls The second theorist whose ideas influenced the framework is
aesthetic sympathy whereby we put ourselves into the object Roger Caillois. He identifies four broad attitudes within the
observed and thus attain a sort of inward sympathy with it [13]. character of play experiences: competition, chance, simulation
Groos defines aesthetic sympathy as involving the following and vertigo. While these four attitudes sometimes occur alone in
processes: play, they can also be combined and most frequently occur in
pairs. When they do combine Caillois feels that one attitude will
The mind conceives of the experience of the other individual as if always be the dominant force within the play experience [5]. He
it were its own. regards the pairings of competition with vertigo and chance with
We live through the psychic states which a lifeless object would simulation as unnatural and forbidden. The pairings of
experience if it possessed a mental life like our own. competition with chance and of simulation with vertigo, however,
are described as being the most compatible [5].
We inwardly participate in the movements of an external object.
For Caillois the compatibility between competition and chance is
We also conceive of the motions which a body at rest might make a result of both their similarity of purpose and their disparity of
if the powers which we attribute to it were actual. method. Competition is linked to the idea of mastery and is seen
as being a rivalry which hinges on a single quality that is then
We transfer the temper, which is the result of our own inward exercised, within defined limits and without outside assistance
sympathy, to the object and speak of the solemnity of the sublime, [5]. The player who can most skilfully exercise or control the
the gaiety of beauty, etc [13] specified quality is regarded as the winner of a competition.
Groos argues strongly against characterising this process of Although there is also a winner involved in Caillois attitude of
aesthetic sympathy as purely a matter of psychological chance, here winning relies on fate rather than skill and the
association. He describes the process rather as one of pleasures involved are, therefore, related to a lack of control. In
simultaneous fusion, in which the consequences of earlier chance, the player takes the risk of submitting to the
experience unite with sense-perception to effect a direct harmony capriciousness of fate and awaits in hope and trembling the
[13]. It is a process, then, where the past and present of lived cast of the dice [5]. The pleasures of competition, on the other
experience fuse together. hand, are related to having and exercising control. Combining the
two attitudes, therefore, can result in a pleasurable oscillation
Aesthetic sympathy is seen by Groos as involving not only past between having control and lacking control over the outcome of a
and present experience but also physical as well as psychological game [5].
operations. These physical movements are often imperceptible
and include things such as eye movements, tactile sensations and Competition and chance are united in both requiring rules.
a tensing of the muscles and joints [13]. As an example, Groos Simulation and vertigo, on the other hand, are compatible because
describes the feeling when watching marching troops that one is they both do not require rules. They rely rather on the power of
keep[ing] time with them in the sensations of...[ones] lower improvisation [5]. Caillois describes simulation as involving
limbs [13]. Contemporary game theorists have also observed this incessant invention, which in play does not involve deception
type of sympathetic physical movement and describe digital game but rather disguise and making believe. Such inventions need to
players as a twitching, blinking, buzzing bundle of nerves [17]. fascinate in such a way that they do not lead to any errors that
These movements of digital game players are termed Non- might break the spell of belief in their illusion [5]. This belief
Registered Inputs (NRIs) by Newman, who, like Groos, argues involves the awareness that Groos described above as self-
that they play an important role in intensifying the players illusion, and this is where vertigo crucially differs from
experience [18]. Groos makes an important distinction between simulation. Where simulation requires awareness, the point of
actual movements and sympathetic movements, pointing out that games involving the attitude of vertigo is to erase such
sympathetic movements are symbolic of other movements and are awareness [5]. Caillois associates vertigo with games that aim to
not copies. He likens them to the small movements made by the destroy the stability of perception and inflict a kind of
body whilst dreaming and argues that the satisfaction one gets voluptuous panic [5]. He regards the combination of simulation
from sympathetic movements lies not in the physicality of the and vertigo as leading to the type of intoxication, frenzy and
movement but rather in the way that the movement symbolically transport that is usually associated with the terror and fascination
satisfies the imitative impulse [13]. For him they are, therefore, of the sacred [5]. In this pairing the twin pleasures are, therefore,
linked to the pleasure of make-believe. those of conscious illusion and non-conscious rapture.
Groos category of aesthetic sympathy and the distinction that he These two compatible pairings of competition with chance and
makes between actual physical movements and sympathetic simulation with vertigo both work, then, to increase and intensify
movements strongly influenced the decision to include the two the pleasures they evoke. In contrast, the two pairings that Caillois
categories of sensation and sympathy in the play framework. describes as forbidden work against each other to negate their
Although the pleasure of being a cause and the pleasure of make- possible pleasures and thus destroy any sense of play. The
believe did not influence specific individual categories they did forbidden pairing of rule-less vertigo with regulated competition
act as very important framing concepts that then aided the process is regarded as destroying most of the qualities that define
of synthesising common themes. competition, such as respecting rules, exercising skill and
operating within set limits. Similarly, in the forbidden pairing of
simulation and chance, the conscious illusion of simulation is not
possible if one is to truly submit to fate, for any ruse makes the
turn of the wheel purposeless [5].
Although these ideas about the compatibilities between Caillois levels of such understanding at work. Firstly, players come to a
categories do not explicitly appear within the play framework, play activity with their typifications of cultural identities and
they will be considered later when the framework is applied. The roles, social events, ways of speaking and ways of acting.
framework does make use of the concepts of competition, chance, Secondly, they come to a play activity with what they have
simulation and vertigo. However, these concepts have sometimes internalised about pretend playing itself [11]. These two levels
been adjusted in response to ideas by later theorists and in keeping operating within make-believe produce the pleasure of fellowship
with the interactive art context. In all cases, Caillois categories that can arise out of sharing cultural understandings with others.
are much broader than those with the same name that appear in
the play framework. Although Csikszentmihalyis participants identified friendship as
being an important part of their play experiences, it was not the
only quality that they highlighted. The five pleasures that occurred
3.3 Mihaly Csikszentmihalyi most frequently in participants experiences were likened to
The third theorist, Csikszentmihalyi, based his categorisation on
designing or discovering something new, exploring a strange
that of Caillois and saw his categories as expressing the human
place, solving a mathematical problem, playing a competitive
needs behind rewarding activities [8]. He made a conscious
sport and listening to good music [8]. The elements in this list
decision to focus on the situated activities of everyday life
and the participants common understanding of them are very
because he felt that other theorists had often separated play from
much related to the culture that they come from; however,
its real life contexts. After conducting field studies of attitudes to
Csikszentmihalyi argues that the first four can be reduced to the
everyday play activities, Csikszentmihalyi realised that Caillois
less culturally specific qualities of novelty and challenge. He then
four categories did not accurately represent all the areas that his
distinguishes between two types of challenges, those that involve
study uncovered. In particular, Caillois categories did not take
the challenge of the unknown and those that involve the
into account the emphasis that many people placed on discovery,
challenge of competition [8]. For Csikszentmihalyi, novelty and
problem solving, and relaxing interpersonal experiences [8].
challenge are key characteristics of play activities, which he
These changes in emphasis reflect the modern Western lifestyle of
describes as ways for people to test the limits of their being, to
his studys participants and in so doing expose the cultural
transcend their former conception of self by extending skills and
specificity of play and the pleasures it evokes. They also reflect
undergoing new experiences [8].
his studys focus on adult rather than childrens play and also the
studys very broad definition of a play activity. The influence of Csikszentmihalyis ideas, with their emphasis on
friendship and problem solving, can be seen in the play
The model that Csikszentmihalyi developed based on these results
frameworks categories of camaraderie, discovery and difficulty.
had the five clusters or dimensions of friendship and
Discovery was also influenced by his concept of the creative
relaxation, risk and chance, problem solving, competition, and the
dimension, as were the play frameworks categories of creation
creative [8]. He saw Caillois four categories as being contained
and exploration. His emphasis on the importance of novelty and
within these five and at times overlapping between them.
challenge had less of an obvious influence; however, elements of
Friendship and relaxation, for example, included qualities that he
these two qualities will return when we go on to discuss factors
felt related to Caillois category of simulation, for example,
that might act as modifying variables for the play framework.
reading, listening to music and watching movies, as well as
those that didnt, for example, being with a good friend. Risk
and chance, on the other hand, linked the qualities associated with
3.4 Michael Apter
chance to those associated with vertigo, for example, playing a For the fourth theorist of influence, Michael Apter, the defining
slot machine and taking drugs. The category of problem feature of play is that it does not have any implications beyond
solving involved the type of purposeful-goal directed action that the present moment and, therefore, that it happens alongside
Caillois would have associated with both competition and chance, ones real life [1]. Pleasure plays a less important role in his
for example, solving a mathematical problem and playing definition of play than it does in those of many other theorists.
poker. Csikszentmihalyis own category of competition was However, although he does not focus on pleasure, Apter does
much narrower, dealing only with the type of competitive focus on what he calls the arousal seeking quality of play. He
activities found in modern sport. The last category, the creative develops a list of strategies that cause play and that particularly
dimension, was associated with designing and discovering cause high arousal or intense and stimulating experiences [1].
something new and, therefore, had qualities that Caillois would Apters focus, therefore, is not on enjoyment but rather on
probably have associated with simulation [8]. excitement.

Csikszentmihalyis results revealed that, for modern Western Apter sees play as operating on a continuum between the two
players at least, friendship was an important part of play and this poles of excitement and boredom. The aim during play is to
was often experienced during make-believe activities. Like increase the level of excitement and it is here that pleasure enters
Csikszentmihalyi, other modern theorists have connected the his model. In play, high arousal experiences are exciting and are
pleasures associated with friendship with the make-believe emotionally pleasing. Apter contrasts this relationship to that of
aspects of play and, in particular, with the sharing of beliefs that it real life where high arousal experiences cause anxiety and are
entails. Play is regarded as one of the ways that we learn a emotionally unpleasant. The key factor that differentiates between
conceptual structuring of the universe [3]. In deciding what is in an experience being pleasant or unpleasant is the protective
the play space, what is outside the play space and what it all frame of play [1]. This frame allows one to enjoy situations that
means, Bateson argues that players are developing consensual real life consequences would make unpleasant.
structures of meanings. Another theorist, Goldman, uses the term Apter identifies seven strategies for causing a play state that
shared understandings to describe the operation of these involves high arousal, strategies that he regards as being some of
attitudes within social make-believe play [11]. He identifies two the more obvious ones:
1. Exposure to arousing stimulation deeply. There are obvious connections between the two categories
and these make separating them difficult. It was finally decided
2. Fiction and narrative that because it is possible to get pleasure from exploration without
3. Challenge necessarily discovering anything it was worth making a
distinction between the two. It could also be argued that this type
4. Exploration of pure discovery-less exploration is much more likely to occur in
5. Negativism interactive art than in a game and this makes the distinction
particularly relevant for the context we are concerned with here.
6. Cognitive Synergy
7. Facing danger [1] 3.5 Pierre-Alexandre Garneau
The last two theorists that had a major influence on the
Five of these categories can be related to concepts from the three development of the framework are both practising game designers
theorists that we have already discussed. For example, the first rather than academic theorists. Where the previous theorists were
category here has echoes of Caillois category of vertigo, being driven more by a desire to interpret and understand a play
linked to situations of overwhelming stimulation, for example, experience these two theorists were driven more by the practical
loud music or nakedness, and to what he describes as perceptual concerns of designing digital games, that is, trying to create a play
puzzlement. Apters second category of fiction and narrative experience. This digital game perspective meant also that their
focuses on emotional and empathetic reception and, thus, can be categorisations were developed with interactive computer-based
linked to Groos concept of aesthetic sympathy. The category of experiences in mind.
challenge focuses on the arousing potential of difficulty and
frustration, which is also a characteristic of Caillois attitude of Garneaus categorisation is the most detailed of all the theories
competition. Apters category of exploration focuses, as and involves fourteen categories that he calls forms of fun [10].
Csikszentmihalyi did, on the arousing potential of facing the He regards these categories as but one tool that a game designer
unknown [1]. There are also similarities between Apters last could use and stresses that a designer should not aim to include
category of facing danger and the type of risks that every category, for that would only create a confusing mix of
Csikszentmihalyi focused on in his category of risk and chance. In different forms [10]. The fourteen categories are:
this category Apter makes a comparable connection between 1. Beauty: That which pleases the senses.
experiencing danger in play and it occurring within a frame of 2. Immersion: Going into an environment different from ones
safety. As he puts it, a tiger without a cage produces anxiety in usual environment by physical means or by use of ones
people; a cage without a tiger produces boredom; only a tiger in a imagination.
cage produces excitement, because it has danger within safety 3. Intellectual problem solving: Finding solutions to problematic
[1]. situations that require thought.
A particular strength of Apters categorisation is his inclusion of 4. Competition: An activity where the goal is to show ones
two categories that we have yet to see anyone else focus on. These superiority.
are the categories of negativism and cognitive synergy. Apter 5. Social Interaction: Doing things with other human beings.
describes negativism as deliberate and provocative rule- 6. Comedy: Things that make one want to laugh.
breaking and stresses that this needs to occur within the
protective frame of play to be pleasurable. The arousing nature of 7. Thrill of Danger: Exhilaration coming from a dangerous
negativism does not just involve doing wrong but can also involve activity.
both the excitement of trying to not be found out and the 8. Physical Activity: Activities requiring intense physical
excitement of being found out. It has, therefore, very social and movements.
subversive characteristics. Subversion also plays a part in Apters
category of cognitive synergy, which is based on a concept from 9. Love: Strong affection toward somebody.
the field of psychology known as Reversal Theory. Apter says
10. Creation: To make exist that which didnt.
that cognitive synergy occurs when one experiences simultaneous
incompatible properties in relation to a given identity such as, 11. Power: Capacity of having a strong effect, of acting with
for example, an adult dressed as a child [1]. This category is strength.
associated with jokes, with toys and with representational
artworks because all can involve the type of contradictory 12. Discovery: Finding something that wasnt known before.
experiences that have something that both is and is not what it 13. Advancement and Completion: Going forward in, and
purports to be [15]. Cognitive synergies are usually enjoyed eventually finishing, an activity.
when they occur within play and disliked when they occur within
life, where they can be experienced as dissonances or 14. Application of a Skill: Using ones physical abilities in a
ambiguities [2]. difficult setting. [10]
These two categories of negativism and cognitive synergy had a Some of Garneaus categories are very obviously game specific,
direct influence on the play framework and, in particular, on the such as advancement and completion and power, and these,
category of subversion, which combines these two concepts. therefore, did not have much of an influence on the final
Apters emphasis on the importance of exploration also influenced framework. Others were similar to categories proposed by other
the creation of a separate exploration category in the framework, theorists and added to a developing understanding of their
as distinct from the category of discovery. This distinction concepts, for example, creation, physical activity, thrill of danger,
between exploration and discovery was one that was considered and discovery. The two most influential of Garneaus categories
were those of immersion and comedy. In proposing comedy, makes a distinction between make-believe activities that are
Garneau is the only other theorist to reference the type of primarily creations of the imagination, that is, fantasy, and those
subversive elements that Apter identified. This category, that are designed to mimic or simulate real-life, that is, simulation.
therefore, strengthened the decision to include the category of It was anticipated that this distinction would be particularly useful
subversion in the play framework. Garneaus category of within an interactive art context.
immersion was interesting because it provided a different
experiential perspective to the fiction and narrative category The play frameworks pleasures of creation and captivation deal
proposed by Apter. It also had an influence on the play with the pleasures related to the doing of make-believe activities.
frameworks category of captivation. This category was one that Where creation relates to the activities being done by the person
developed out of a concept proposed by Marc LeBlanc, the last interacting, captivation relates to the activities being done by the
theorist that we will be discussing. artwork. Captivation is related to Caillois category of chance and
especially to the association of chance with negation of the will
and surrender to destiny [5]. These concepts of surrender and
3.6 Marc LeBlanc lack of will are also suggested by LeBlancs category of
LeBlancs categorisation has eight elements. His intention in
submission with its connection to mindlessness. Similar
developing these was to provide a more useful directed
concepts are also found in an interactive relationship proposed by
vocabulary for game designers and to move away from the
artist Sidney Fels, who describes the effect of a person becoming
generic term fun. His categories are termed aesthetics and are
embodied within an interactive object as involving the pleasure of
seen as describing the desirable emotional responses of a player
submission. In this relationship the person feels like the object is
[14]. These are part of a more complex framework that game
controlling them and they get pleasure from being thus controlled.
designer LeBlanc has developed to discuss game experiences and
Fels calls this relationship belonging [9]. In the play frameworks
published about in collaboration with academics Hunicke and
category of captivation this more active sense of being controlled
Zubek. This framework combines three elements, the mechanics
by something is combined with LeBlancs more passive sense of
of a games components, the dynamics of its behaviour and the
mesmerising mindlessness. Captivation is, then, the pleasure that
aesthetics of player emotion.
the participant feels when they are captivated by the make-believe
LeBlancs eight aesthetics are: activities of the artwork.
1. Sensation: Game as sense-pleasure. 3.7 Berlynes Discrepancies
2. Fantasy: Game as make-believe. There are four external factors that are considered to act as
modifying variables for each of the thirteen categories in the play
3. Narrative: Game as unfolding story. framework. Behavioural psychologist Berlyne, like Apter, focused
4. Challenge: Game as obstacle course. on the arousal of play. He developed four categories that he
describes as discrepancies, which, as the name suggests, arouse
5. Fellowship: Game as social framework. play by piquing interest. These four categories are novelty or
change, surprise content, complexity and, lastly, uncertainty or
6. Discovery: Game as uncharted territory.
conflict [4]. These variables, it is suggested, will have an effect on
7. Expression: Game as soap-box. the strength of the pleasurable feeling that can be evoked by each
category in the play framework. For example, a work may be
8. Submission: Game as mindless pastime. [14] trying to arouse pleasure in creation but this pleasure will not be
As with Garneau, there are several categories here that echo those felt very strongly if the things that the participant can create are
proposed by other theorists and that influenced the play not perceived to be either novel, or surprising, or complex or
framework by adding to a developing understanding of their unexpected.
definitions. For example, the distinction that LeBlanc makes
between fantasy and narrative aided the definition of the 4. PLAY FRAMEWORK CATEGORIES
categories of sympathy, fantasy and simulation within the play This section will now define each of the thirteen pleasure
framework. So far, we have seen three different conceptions of the categories within the play framework. As already discussed, these
type of pleasure that can emerge from what Apter calls fiction and definitions are intentionally based on a very broad definition of
narrative, Garneau calls immersion, and LeBlanc calls fantasy and play. It should also be reiterated that these thirteen categories are
narrative. Apters pleasure related to the empathy people can feel only possible categories of pleasure that a participant might feel
for fictional characters. Garneaus pleasure related to the feeling during a play experience. They may not occur at all and it is even
that one is living a different life, that one is acting in a possible that a certain category might cause displeasure rather
different environment not just controlling it [10]. LeBlanc, on than pleasure. It is also expected that the categories would very
the other hand, makes a distinction between the power of rarely all occur strongly within a single play experience.
imaginative make-believe and the power of dramatic tension.
Creation is the pleasure participants get from having the power to
There is a distinction emerging from these three perspectives,
create something while interacting with a work. It is also the
between the affective aspects of the reception of these type of
pleasure participants get from being able to express themselves
make-believe activities and the affective aspects of doing them.
creatively. For example, he or she might feel pleasure at being
In the play framework , the categories of sympathy, fantasy and able to shape and manipulate a visual element of a work. This
simulation deal with the pleasures related to the reception of pleasure could come from the aesthetic qualities of the visual
make-believe activities. Sympathy relates to the emotional creation that he or she makes. It could equally come from the
empathetic aspects of reception and fantasy and simulation relates simple pleasure of feeling in control of the creation of something.
to the more intellectual cognitive aspects. The play framework
Exploration is the pleasure participants get from exploring a involve participants enjoying a feeling that a work is controlling
situation. Because interactive artworks present participants with or driving their actions.
unfamiliar situations, all will involve some degree of exploration.
However, such exploration might not be pleasurable for some Sensation is the pleasure participants get from the feeling of any
works while for others it may be a key pleasure. For example, a physical action the work evokes, such as touch, body movements,
work might have many elements that participants can interact with hearing, vocalising, etc. For example, interacting with the work
and they might enjoy exploring each one. Exploration is often may require participants to wave their arms about in a way that is
linked with the next pleasure, discovery, but not always. pleasurable or it may cause them to touch an object that has an
Sometimes it is fun to just explore. enjoyable texture.

Discovery is the pleasure participants get from making a Sympathy is the pleasure of sharing emotional or physical
discovery or working something out. For example, participants feelings with something. For example, participants might
may be unsure about the relationship between their actions and a sympathetically feel the movement of a represented dancing
sound that a work emits and may then feel pleasure when they creature or they might sympathetically relate to the emotion
realise that a specific action can control that sound. The pleasure represented by a crying face.
of discovery can also relate to the aesthetic elements in the work. Simulation is the pleasure of perceiving a copy or representation
For example, a particular action may provoke a different sound of something from real life. For example, participants might get
each time it is performed and participants may get pleasure from pleasure from the way an interaction with a work simulates the
discovering a particularly pleasing sound. rocking to sleep of a baby.
Difficulty is the pleasure participants get from having to develop Fantasy is the pleasure of perceiving a fantastical creation of the
a skill or to exercise skill in order to do something. An activity imagination. For example, participants might get pleasure from
can often be more fun if it is not too easy. For example, hitting a the representation of a creature that is made from a blend of
ball against a brick wall can become more pleasurable by reducing human and animal body parts.
the target, creating the more difficult task of hitting a specific row
of three bricks. In an artwork, pleasurable difficulty might be Camaraderie is the pleasure of developing a sense of friendship,
experienced, for example, in a work that required participants to fellowship or intimacy with someone. This could be with another
coordinate a hand gesture with a fast moving object on a screen. human participant or with a perceived entity within the work. A
Difficulty might also occur at an intellectual level in works that work could specifically require or encourage people to interact
require a certain amount of skill to understand them or an aspect with each other or it might merely establish an environment that
of their content. For example, a work that can be grasped quickly permits social interaction. For example, in a work where
might be less pleasurable than one that is perceived to be more movement triggers visual patterns participants may experience the
complex. pleasure of camaraderie when they create a visual composition
together with another participant. They might also experience the
Competition is the pleasure participants get from trying to pleasure of camaraderie in a work that allows them to converse or
achieve a defined goal. This could be a goal that is defined by interact with a virtual character.
them or it might be one that is defined by the work. Achieving the
goal could involve working with or against another human Subversion is the pleasure of breaking rules or of seeing others
participant, a perceived entity within the work, or the system of break them. It is also the pleasure of subverting or twisting the
the work itself. For example, a work might require a participant to meaning of something or of seeing someone else do so. For
compete with a fellow participant so that they can move a visual example, a work might require participants to behave in ways that
element to a particular spot and they may get pleasure from trying would be frowned upon in real life and they might get pleasure
to achieve this. In a work where participant movement triggers from being so mischievous. The content of a work might
different sounds a participant might also experience the pleasure pleasurably subvert a meaning, thing, or relationship from real
of competition if he or she chooses to set the goal of trying to life. Participants might also feel subversive pleasure simply from
trigger as many simultaneous sounds as possible. The pleasure of behaving in ways that they perceive as being against the rules of
competition is often experienced in tandem with the previous the world set up by a work.
pleasure, difficulty.
5. APPLYING THE FRAMEWORK
Danger is the pleasure participants get from feeling scared, in Within this research project we have applied the play framework
danger, or as if they are taking a risk. This feeling might be as in three ways. The framework has been used to help develop the
mild as a sense of unease. For example, participants might feel a concept of a new interactive work. It has also been used during
pleasurable sense of unease about what a work might do in the iterative design process of developing an existing work.
response to their actions. It could also be quite a strong feeling. Lastly, the framework has been used to develop methods for user
For example, participants might become very attached to a experience evaluations of interactive works. Space does not
character represented within a work and feel a pleasurable thrill of permit a full discussion of these applications here, however, these
danger when they sense that there is a threat to that character. studies have been discussed in detail in previous publications (see
Captivation is the pleasure participants get from feeling [6], [7]).
mesmerized or spellbound by something or of feeling like another The play framework did prove to be very useful as a design tool.
entity has control over them. For example, the sound or vision of a It was useful for developing concepts, making difficult design
work might captivate participants for a while, making them choices and, through evaluation, for developing redesign
unconscious of their other surroundings. Captivation could also directions. We found, however, that the play framework was not a
tool for all stages of the design process. Its strength lay in the way
it helped to focus, define and refine the experiential aims of a Surprisingly, no new categories emerged from the application of
playful interactive project. This made it more useful as a measure the framework in this study. This could be a result of the
for decision making during the early stages of the creation framework being based on six existing and well-developed
process. During the latter stages of the creation process it seemed theories. It could also be because the studies within the project
to constrain ideas when openness was needed. were focused on evaluating artworks rather than specifically
evaluating the framework. Future work will involve conducting
The play framework also proved to be very useful as an evaluations that are more focused on the framework itself. Such
evaluation tool. It was particularly useful for helping to develop a studies could help produce more robust solutions to problems that
dialogue between artist and audience. It was also an efficient were identified with the categories of sympathy, fantasy and
method for generating detailed data about the playful aspects of simulation. Without such studies it would be premature to propose
the audience experience of an artwork. any definitive solutions here.
These applications of the framework did suggest some possible The development of the play framework began with this projects
modifications to the original definition of the framework. The aim to uncover practical strategies for designing for a play
strongest suggestions to emerge were those that gave more depth experience in an interactive art context. A survey of play theory
to many of the categories within the framework. One of these uncovered a range of models of the pleasures of the experience of
suggested that having a sense of control was a precondition for the play and these were then synthesised into a framework of thirteen
pleasures of creation and exploration but was unnecessary for categories. The intention was to create a framework that covered
discovery. Another indicated that the important processes of the broad range of play types of earlier models while also having
finding out what a work does and its associated pleasures of the depth of the more detailed models developed by later game
exploration and discovery were intimately linked to the pleasure designers. It is hoped that this paper defines this new play
of difficulty. Difficulty was also identified as being linked to framework in enough detail to be useful to other practitioners who
captivation and this suggests that perhaps the definition of wish to create works that stimulate playful behaviour.
captivation should be expanded. This new definition would now
include the feeling of captivation that might come from the
intense concentration one experiences when dealing with 6. REFERENCES
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