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.