The human desk

Why we play

Play is older than culture and older than people. These essays are about what it does for us: why we fail on purpose, who we become with a controller in hand, and why the second player matters most.

Flow

The zone: why good games make time disappear

Why an hour of Tetris feels like ten minutes: Csikszentmihalyi's flow, challenge matched to skill, and old games as machines built to make it happen.

Failure

One must imagine Mario happy

Why we fail at games on purpose and keep going: Juul's paradox of failure, Suits on unnecessary obstacles, and Camus's Sisyphus, happy at the boulder.

Dopamine

Wanting, not liking: what dopamine really does when you play

Dopamine isn't the pleasure chemical. It's anticipation and surprise. Schultz, Berridge and Robinson on wanting versus liking, via a question block.

Rules

The magic circle: the world that rules make

Why a game feels like a world of its own: Huizinga's magic circle, Caillois's four kinds of play, Suits and Goffman, from the power switch to the pause.

Together

The second controller

Why playing side by side matters: Goffman on shared engrossment, Durkheim's collective effervescence and our need for relatedness, from couch to arcade.

Identity

Who you are when you play

Avatars, names and ideal selves: Gee's projective identity, the Proteus effect, the ideal self at play, Winnicott and Turkle, from Zelda's save file on.

Nostalgia

Why old games feel like home

Why a few notes from an old game can bring back a whole room: research on nostalgia as a warm, social emotion, and the people we played beside.

Origins

Older than us: play before people

Play predates people: Huizinga on play before culture, Panksepp's laughing rats, Vygotsky's child a head taller, and why every age plays.

The order of fun

Why games are fun: it is the order

Games are not fun because of points. They are fun because skills arrive in the right order, just past what you can do. Here is how to steal that for anything.