Why we play

Identity

Who you are when you play

Type your name into the save file and something happens. There is you, there is the hero, and there is a third person made of both.

Your name here

The Legend of Zelda asks for your name before it lets you in. Three save files, eight letters each. Plenty of kids typed their own name, and for the next few weeks the hero exploring Hyrule was, in some way that is hard to pin down, them.

Dragon Warrior asked the same question at the start. Final Fantasy went further and asked you to pick four heroes from a line-up of fighters, thieves and mages, then name every one. EarthBound asked you to name the whole party, the dog, and your favourite food. Games of this era kept handing players a pen, and players kept writing themselves in.

Neither you nor them

The linguist James Paul Gee has a useful name for what happens next. He calls it projective identity. When you play, you are not simply yourself, and you are not simply the character. You are a blend of the two, shaped by what you want that character to be. Link is a silent boy in a green tunic. Your Link is cautious or reckless, thorough or impatient, because you are. And you, while holding the controller, are braver than usual, because Link is.

Super Mario Bros. 2 made the choice visible. Before each level you picked Mario, Luigi, Toad or the Princess, each with different strengths. Luigi jumps highest. Toad digs fastest. The Princess can float. Watch a room of kids pick, and you learn a little about each of them: who wants power, who wants grace, who wants the safe option, who picks Luigi out of loyalty to the underdog.

The self you are reaching for

Nick Yee and Jeremy Bailenson found that people's behaviour shifts to match the avatar they are given. They called it the Proteus effect, after the Greek sea god who could change his shape. The character is not just a costume we wear. It seems to wear back into us a little.

Andrew Przybylski and colleagues looked at a related question: which games do people find most engaging? Their answer was games in which playing a character brings people closer to their ideal self. The pull is not escaping who you are. It is getting a closer look at who you would like to be. The hero who walks into the dark cave with a wooden sword is appealing because some part of us wants to be the person who goes in.

Kirby's Adventure turned this into a mechanic. Kirby swallows an enemy and takes on its power: fire, a sword, a parasol. It is a sweet, strange picture of what games let us do. Try a power on. See how it fits. Spit it out and try another. And Metroid's ending, when a fast enough finish sees the armour come off and Samus turns out to be a woman, asked a generation of players a quiet question about who they had assumed was inside the suit, and why.

The space between

The psychoanalyst Donald Winnicott thought play happens in a space between the inner world and the outer one. It is not purely imagination, and not purely the world out there. It sits somewhere in the middle, and in his view that middle space is where people get to be creative and find a self. Mario Paint is a fine example: a real mouse, real colours on a real screen, and whatever was in your head spilling out onto it.

The psychologist Sherry Turkle, writing about early computers, saw people using them, and the games on them, as objects to think with, things they could see themselves in. She also wrote about the holding power of video games: the way they grip. That grip is not only about the game. Part of what holds us is our own reflection in it.

Trying on selves

Growing up is largely a matter of trying on selves and keeping the ones that fit. Children have always done it in the backyard with sticks for swords. Games gave the stick a health bar and a map. That is not a lesser version of the old kind of play. It is the same work, done with new tools.

And it connects us in a way that is easy to miss. When a friend names their Final Fantasy party, picks the Princess every time, or plays Link as a careful, methodical explorer, they are showing you who they are hoping to be. That is a generous thing to see. We play to find ourselves, and we find each other along the way.

We all like wearing masks and dressing up. It gives us a chance to explore a new identity and find new meaning for ourselves. To see how that psychological benefit can be made deliberately fun, look at Critical Core.

Sources

  1. Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy.
  2. Yee, N., & Bailenson, J. (2007). The Proteus effect: The effect of transformed self-representation on behavior. Human Communication Research, 33(3), 271-290. doi:10.1111/j.1468-2958.2007.00299.x
  3. Przybylski, A. K., Weinstein, N., Murayama, K., Lynch, M. F., & Ryan, R. M. (2012). The ideal self at play: The appeal of video games that let you be all you can be. Psychological Science, 23(1), 69-76. doi:10.1177/0956797611418676
  4. Winnicott, D. W. (1971). Playing and Reality.
  5. Turkle, S. (1984). The Second Self: Computers and the Human Spirit.

Games that show it

A Boy and His Blob: Trouble on Blobolonia cover

A Boy and His Blob: Trouble on Blobolonia

1990 · NES · Famicom
ActRaiser 2 cover

ActRaiser 2

1993 · SNES · Super Famicom
ActRaiser cover

ActRaiser

1990 · SNES · Super Famicom
Alien vs Predator cover

Alien vs Predator

1993 · SNES · Super Famicom
Art of Fighting cover

Art of Fighting

1993 · SNES · Super Famicom
Bomberman cover

Bomberman

1985 · NES · Famicom · Famicom Disk System
Bucky O'Hare cover

Bucky O'Hare

1992 · NES · Famicom
ClayFighter cover

ClayFighter

1993 · SNES
Darkwing Duck cover

Darkwing Duck

1992 · NES
Déjà Vu cover

Déjà Vu

1988 · NES · Famicom
Demon's Crest cover

Demon's Crest

1994 · SNES · Super Famicom
Donkey Kong Country 3: Dixie Kong's Double Trouble! cover

Donkey Kong Country 3: Dixie Kong's Double Trouble!

1996 · SNES · Super Famicom
Donkey Kong Jr. cover

Donkey Kong Jr.

1983 · NES · Famicom · Famicom Disk System
Dragon Quest V: Tenkuu no Hanayome cover

Dragon Quest V: Tenkuu no Hanayome

1992 · Super Famicom
Dragon Warrior III cover

Dragon Warrior III

1988 · NES · Famicom
Earthworm Jim cover

Earthworm Jim

1994 · SNES · Super Famicom
Fatal Fury 2 cover

Fatal Fury 2

1993 · SNES · Super Famicom
Final Fantasy II cover

Final Fantasy II

1988 · Famicom
Final Fantasy III cover

Final Fantasy III

1990 · Famicom
Final Fantasy IV cover

Final Fantasy IV

1991 · SNES · Super Famicom
Final Fantasy Mystic Quest cover

Final Fantasy Mystic Quest

1992 · SNES · Super Famicom
Final Fantasy V cover

Final Fantasy V

1992 · Super Famicom
Final Fantasy VI cover

Final Fantasy VI

1994 · SNES · Super Famicom
Final Fight Guy cover

Final Fight Guy

1992 · SNES · Super Famicom
Flashback cover

Flashback

1993 · SNES · Super Famicom
Gradius III cover

Gradius III

1990 · SNES · Super Famicom
Gradius cover

Gradius

1986 · NES · Famicom
Ken Griffey Jr. Presents Major League Baseball cover

Ken Griffey Jr. Presents Major League Baseball

1994 · SNES
Killer Instinct cover

Killer Instinct

1995 · SNES
Kirby's Adventure cover

Kirby's Adventure

1993 · NES · Famicom
Live A Live cover

Live A Live

1994 · Super Famicom
Mario Paint cover

Mario Paint

1992 · SNES · Super Famicom
Mega Man 5 cover

Mega Man 5

1992 · NES · Famicom
Mega Man X3 cover

Mega Man X3

1995 · SNES · Super Famicom
Metroid cover

Metroid

1986 · NES · Famicom Disk System
Ogre Battle: The March of the Black Queen cover

Ogre Battle: The March of the Black Queen

1993 · SNES · Super Famicom
Pac-Man 2: The New Adventures cover

Pac-Man 2: The New Adventures

1994 · SNES · Super Famicom
Power Blade cover

Power Blade

1990 · NES · Famicom
Romancing SaGa 2 cover

Romancing SaGa 2

1993 · Super Famicom
Romancing SaGa cover

Romancing SaGa

1992 · Super Famicom
Secret of Evermore cover

Secret of Evermore

1995 · SNES
Seiken Densetsu 3 cover

Seiken Densetsu 3

1995 · Super Famicom
Shadowrun cover

Shadowrun

1993 · SNES · Super Famicom
SimCity 2000 cover

SimCity 2000

1995 · SNES · Super Famicom
SimCity cover

SimCity

1991 · SNES · Super Famicom
Skate or Die! cover

Skate or Die!

1988 · NES
Snake's Revenge cover

Snake's Revenge

1990 · NES
Spider-Man and Venom: Maximum Carnage cover

Spider-Man and Venom: Maximum Carnage

1994 · SNES
Splatterhouse: Wanpaku Graffiti cover

Splatterhouse: Wanpaku Graffiti

1989 · Famicom
Super Mario Bros. 2 cover

Super Mario Bros. 2

1987 · NES · Famicom · Famicom Disk System
Super Tennis cover

Super Tennis

1991 · SNES · Super Famicom
Teenage Mutant Ninja Turtles cover

Teenage Mutant Ninja Turtles

1989 · NES · Famicom
Theme Park cover

Theme Park

1994 · SNES · Super Famicom
Wild Gunman cover

Wild Gunman

1984 · NES · Famicom
Zoda's Revenge: StarTropics II cover

Zoda's Revenge: StarTropics II

1994 · NES