
There are at least two different communities that form in support of playing together - one is what you might call a "game community," the other a "play community."
Every game and sport that becomes a cultural institution forms a community, a game community, and members of that community have only one thing in common, but very much in common – the particular game being played.
When you are part of a game community that comes together for a poker night, a game with the girls, or a cockfight, to some clear degree, it’s the mastery of that game that keeps you involved. At some point, your proficiency at the game, or at what you do in support of the game, determines your place in the game community. Winning is good. Winning a lot is better. In other words, to some clear degree, it’s the game that determines if you’re good enough to be part of that community.
In a play community, it’s the players, you and everyone you’re playing with, who determine whether the game is good enough. If it’s not, you change it. You change something about the rules, or you discover a hitherto unknown variation, or you play something entirely else. It’s you who determines if the game is good enough.
Most informal games - street games, pick-up games, playground games – are played by a play community. Most formal games, like Little League and Lawn Bowling, are played by a game community.
Commercial and historical forces tend to embrace game communities, and vice versa. Little League and Lawn Bowling are not just games, they are cultural events, they are sports.
Ultimately, the majority of people aren’t good enough to participate in the kinds of games played by game communities, especially when compared to the skills of the masters and grandmasters of the game.
Ultimately in the play community, everyone is good enough. Because it’s not any particular game that people have come together to play. Because the reason they have come together is to play, not necessarily to win, or even to keep score, but to play together, and be part of an event in which anyone can play, in which everyone is a master.
In the play community it’s mystery, not mastery that draws people together – it’s the mystery of shared imagination, of spontaneity and synergy, of generalized laughter and much mutual admiration, of shared fun.
When children are young, they first form play communities, and usually, if they can avoid formal intervention, they’ll continue expanding and diversifying the play communities they support and that support them well into adulthood.
It is no coincidence that the Internet, though it serves both kinds of community (play and game), is so easily characterized as a play community, dependent on openness and trust shared by its players, succeeding to the degree in which it can respond to their constantly evolving, individual and collective interests.
Most often, game communities share characteristics with play communities, and vice versa. In both, members show mutual respect for play - for supporting fantasy, keeping rules, observing boundaries…
People who come together for a "friendly game" - the weekly mahj game with the girls - are not about winning. What, you can win maybe $2.00. They’re about being with other people who know the game just about as well as they do, well-enough not to take it too seriously.
Once you've identified the principle members of a game community, it becomes more and more like a play community. Even to the point of changing rules. It’s not about the game any more. We’re all good enough.
The same is true at chess clubs and bridge clubs. Those community members who are good enough get together to play for fun.
The rewards of participation in a game community are often highly tangible – statues and money even. Those for a play community are the experience of community itself, of affinity, membership, acceptance, mutuality, respect, appreciation.
Christopher Alan Raynolds (paraphrasing Huizinga) writes: "The sense in a play community…(is) so powerful that the community outlasts the game."
Florence M. Hetzle and Austin H. Kutscher, in their book, get this, "
Philosophical Aspects of Thanatology," write: "the primary interest of a person in a play community is in each other as persons; they are concerned to affirm each other in the uniqueness of one’s existence."
See also Patricia Anne Masters, "
The Philadelphia Mummers: Building Community through Play," Temple University Press, 2007
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Bernie DeKoven, funsmithLabels: community, Defender of the Playful, games