Recall
the noted Dutch historian of culture Johan Huizinga, who depicted
play as "voluntary activity," which we as homo ludens—man
the player—engage in according "to rules freely accepted
but absolutely binding," an activity carrying the "consciousness
that it is 'different' from 'ordinary life'." Huizinga's incisive
remarks point to a deeper, intellectual and cultural significance
of play as an activity permeating today's information technology.
Computers are
enormously powerful information-processing machines; they are also,
culturally speaking, toys. (No surprise: computer games and amusements
still command the lion's share of the technology's mass-market sales.)
When we "play" with them we follow freely the "absolutely
binding," logical rules of information processing, which epitomizes
play activity. Moreover, as play, this rule-governed activity justifies
itself; it needs no further rationale. We engage in it simply because
"it is there," and because we have the ability to do so.
Therein, at least in part, dwells the perception of fun as the psychological
companion of computer play: the captivation, the tension, the enjoyment,
and the awareness of play's difference from "ordinary life"
that Huizinga observed.
Michael
E. Hobart and Zachary S. Schiffman,
Information
Ages: Literacy, Numeracy, and the Computer Revolution (Baltimore: The Johns Hopkins University Press, 1998), 235–36. |