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Bernie DeKoven, funsmith

having fun, just for fun

Children Will Play

Frances Henson VanLandinham's Children Will Play: Games and Toys from Simpler Times is a collection of "childhood memories," gathered from family, friends and neighbors, most of whom grew up during the depression, when times where perhaps simpler, but definitely far more difficult than most of us currently enjoy. Hence this lovingly illustrated collection describes handmade toys and homemade games - folk games and toys that are truly inspirational accounts of play and love, creativity and spontaneity, of imagination and free-range joy.

I quote from the introduction: "Children will play under almost any circumstances. I've observed children at play while cold and hungry. Even while living in an abusive environment, children play. Children don't have the verbal skills to communicate their pain and suffering, so they express pain as well as joy through play. Children play through times of social upheaval. During wars and natural disasters, children play."

The book describes how to play Appalachian jump rope, how to make corncob darts, milk can trains, bark sleds, plantain dolls, stick cows, hollyhock dolls, handkerchief dolls. It is full of stories of almost heroic celebrations of Christmas, when there was barely enough money for food.

It is a history of the human spirit. Something to treasure. Something from which to draw inspiration and hope. And it could very well open new pathways to fun, for all of us.

It can only be ordered ($12 plus $2.00 US shipping) from the author. Send your check or money order to Frances Henson ValLandingham, 812 Poga Road, Butler, TN 37640. Call 423-768-2261 for more information. Email FrancyMay34@aol.com



from Bernie DeKoven, funsmith

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Games for Health

Games for Health is having its Fourth Annual Conference in Baltimore, May 8-9.

Games for Health, a project of the Serious Games Initiative, asks four questions:
  • Can games improve the provision, and quality, of healthcare?
  • What existing and emerging game technologies (such as multi-user, virtual environments) might be particularly useful when applied to healthcare issues?
  • How can we expand the application of computer-based game technologies to face key challenges in the healthcare sector?
  • How do we identify and proactively deal with any social, ethical, and/or legal issues that might arise through the application of game-based tools to healthcare issues?
I have a fifth: Can games make healing fun?

from Bernie DeKoven, funsmith

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Top Ten Tips for Run-of-the-Mill Players to Enjoy Outstanding Games - from Craig Conley, guest blogger

There's nothing so comfy as mediocrity. Indeed, our culture teaches us both explicitly and implicitly that "okay" is good enough. But when it comes to fun, the middle-of-the-road game players cheat themselves out of something precious. Lackluster players miss out on the special spark that characterizes outstanding game play. We're not talking about the thrill of victory versus the agony of defeat. An outstanding player will have more fun losing a game than an average player will have winning a game. The fact is that mediocre players cannot, by definition, get caught up in the lighthearted spirit of the game.

Following are ten techniques for transforming yourself into an outstanding player of your favorite game.

1. Seek your game's hidden source of entertainment, its heart of fascination. In Classical times, Greek and Roman games consisted mainly of running, wrestling, jumping, riding, and racing. On the surface, these games were nothing out of the ordinary, yet their players made them the world's most extraordinary entertainments, exciting the enthusiasm and awakening the spirits of the spectators.[1]

To find your game's heart of fascination, observe those moments when players become carried away, when they exclaim joyously, when they leap into the air or rise off their seats as if suddenly weightless. Notice those moments when teams cheer one another, when the thrill of the play dissolves rivalry. When you identify the dynamic at play—the true spirit of the game—you can foster it, prolong it, and take it to Olympic heights.

2. Improve your flexibility and agility (whether muscular or mental). To stretch your gray matter, a Web search for "lateral thinking exercise" will offer puzzles unsolvable by traditional step-by-step logic. To increase your physical flexibility, the "sun salutation" of Yoga is a 12-step series of poses that exercise every muscle and joint of the body. Do a Web search for "sun salutation" to find free pictorial guidance.

3. Use drills to work on weaknesses (whether muscular or mental). If another player is one step ahead of you mentally or one second faster than you physically, that's a winning edge. A single increment of improvement may be all you need for success. Set simple goals and work one step at a time.

4. Better your memory. A good memory is a boon to virtually any game. A Web search for "memory game" will yield hundreds of free online resources for exercising your powers of recollection.

5. Dispel falsehoods that hinder you. Are you convinced that golf isn't a woman's game, or that softball is a young person's game, or that pinball is about making lights blink with a rolling ball? Educate yourself about your game. Read books, explore websites, talk to other players. There's always more to learn.

6. Sharpen your concentration. This is the age of the eleven-second attention span. Being easily distracted is ruinous to game play. Sharpening your concentration takes conscious, prolonged, repeated effort. Keep a journal about your game. Thinking and writing about your game will help to increase your power of concentration.

7. Manage your stress. Stress management techniques will help you improve virtually any game. A Web search for "stress management" will yield hundreds of free online tips and techniques. One marvelous stress reducer is laughter. A Web search for "laughter therapy" will inform you about how laughter reduces stress hormones, boosts immunity, promotes a positive attitude, and engenders a feeling of power.

8. Practice solo. If your game involves two or more people, don't let that fact discourage you from practicing any aspects you can work on by yourself.

9. Embrace change. "Change is necessary to improve your game. You must not be afraid to risk giving up the known for the unknown if you wish to play better."[2]

10. The final tip is too specific to apply to just any game. You already know what it implies, or will soon discover it through your ongoing self-education. Perhaps this tip will require the help of a coach or the advice of a teaching pro. Perhaps it will involve visualization techniques, or the use of a video camera, or familiarization with quantum physics. This final tip may be the ultimate key to your fullest enjoyment of your game.

Notes:

[1] Lewis Henry Morgan, League of the Ho-dι-no-sau-nee or Iroquois, 1904, p. 303.
[2] Philip B. Capelle, Play Your Best Pool, 1995, p. 383.

---
Craig Conley is an independent scholar and author of One-Letter Words: A Dictionary (HarperCollins) and Magic Words: A Dictionary (Red Wheel). His website is One Letter Words. His Zen version of Rock-Paper-Scissors is called "Moon, Fish, Ocean."

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The socialization of virtual

Clive Thompson, a contributing writer for The New York Times, writes:
...By the looks of it, we're entering a new golden age of social, face-to-face game playing. Consider that in the last year, the biggest breakout hits have been music games like Guitar Hero and Rock Band, and the Wii's sporty and casual titles.

Each of these games explicitly encourages social playing -- people hanging out together. (Here's a revealing cultural moment: I was walking down the street in the East Village last month and overheard two female college students complaining vociferously that they hadn't been invited to their friend's Rock Band session.)

Perhaps we're simply going back to the roots of gaming. Though you wouldn't know it from the perennial hysteria about games turning kids into walleyed, anti-social zombies, videogames were originally a social pursuit, because the best games were available only in arcades, and those places were as convivial as Irish pubs. You'd watch one another play, you'd share techniques, you'd talk trash, gossip.

In the late '80s, the rise of home consoles broke up that sociality, making gaming a more solitary pursuit -- something you pursued alone in a basement or a bedroom. But 10 years later, the rise of multiplayer gaming brought the public vibe back to games. That was particularly true of world-games like World of Warcraft, where players log in often for the sole purpose of chatting.

So maybe it's no surprise that we're coming full circle. We don't want to play alone. We want play dates.
Playing alone is fun. There are puzzles and solitaire and running around trees and stuff. Playing together is funner.





from Bernie DeKoven, funsmith

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The Spirit of the Game - from guest blogger Craig Conley

The "Spirit of the Game"

by Craig Conley

Without the spirit of the game,
what would the game be?
—Nevin H. Gibson,
The Encyclopedia of Golf

Arabian folklore tells of a wish-granting genie imprisoned in an oil lamp or bottle. Might players innocently conjure such a spirit in a game of spin-the-bottle? Indeed, every game has a motivating force at the heart of it -- its own sort of soul. Whatever we might call it -- essence, atmosphere, intention, or ethos -- it's that special spark that distinguishes the game from all others. Like a genie of folklore, the Spirit of the Game grants good sports a wish -- the ultimate wish. (We'll get to that in a moment.)

The Spirit of the Game is not necessarily spelled out in the rules. Indeed, "There are situations in which adherence to the so-called letter of the rules can be taken to violate the spirit of the game."[1]

The Spirit of the Game is a distillation of the intent of the rules. It has been called "a self-regulating set of norms without which some games would degenerate into anarchy."[2]

It is a frame of mind, not a commandment carved in stone. It's a point of view, a sense of humor, a strength of character. Novelist Richard Le Gallienne summed it up perfectly: "To be whimsical, therefore, in pursuit of a whim, fanciful in the chase of a fancy, is surely but to maintain the spirit of the game."[3]

Because it is typically undefined, the Spirit of the Game can be abused. Unsportsmanlike conduct (like taunting and intimidation) is one indication of abuse; bringing the game into disrepute is another.[4]

When honored across the board, the Spirit of the Game turns opponents into equals. Most importantly, it engenders fun. While camaraderie is jolly and competition is stimulating, "the real spirit of the game is all about having fun."[5]

Though each game has its own unique Spirit, there are some universal characteristics. The Spirit of the Game is:

• even-tempered
• self-possessed, yet unselfish
• levelheaded
• well-balanced
• untroubled
• either easygoing or animated
• motivated
• spontaneous
• committed
• earnest
• disciplined
• wholehearted
• courteous
• honorable
• responsible
• idealistic
Ultimately, the Spirit of the Game "is the only thing in the game which is lasting."[6]

Corporate trainer Julius E. Eitington makes an interesting observation: when players become caught up in the Spirit of the Game, they "become themselves."[7]

What is one's true self, but that of a player on the grand game board of life? Edward Clark Marsh once described being enlivened by the Spirit of the Game: "If it was not for a moment real life, it at least made you wish it were."[8]

Other signs that the Spirit of the Game is present include:

• both sides wish each other good luck
• both sides cheer one another (winning or losing is secondary; the game itself is a victory for all [9])
• everyone plays fair (no cheating, no bending of the rules)
• players celebrate the game's tradition, safeguard its precedent, and carry on its legacy
• players supervise themselves.
Game scientist Andrew Thornton notes that "There is no agreed upon definition of the Spirit of the Game, but there is a pervasive sense that one should play by it. The Spirit of the Game is the Police" inside each player's head.[10]

But we've neglected the quintessential sign that the Spirit of the Game is present. And that's when the ultimate wish is granted: the firing shot that sets play into motion. When the game is afoot, all else is inconsequential!

Fun Facts about the Spirit of the Game:

• In Ultimate Frisbee, where there are no referees and no penalties, the Spirit of the Game is the underlying philosophy. "The Ultimate player will always praise and support successful actions on both teams. It is a normal thing to introduce yourself to the opponent at the beginning of every point and to wish him a good game. And after the game both teams stand in a circle talking about the game and singing a song for the opponent team. So it is a lot more than just a short handshake after a game."[11]

• The Spirit of the Game comes into play "before the game has even begun."[12]

• "Soccer is unique among sports in that the official's job is first and foremost to maintain the spirit of the game as well as the safety of all concerned; this concern outweighs all other laws of the game."[13]

• The Spirit of the Game of soccer has been traced back to the early to mid nineteenth century, when the game developed from its folk roots into its modern form.[14]

• The Spirit of the Game of curling "demands good sportsmanship, kindly feeling, and honourable conduct."[15]

• The Fighting Spirit of the Game of American football is persistently aggressive in nature: "Throughout the history of football, the violent spirit of the game has endured, even as other elements of the game have changed."[16]

• The Spirit of the Game of lacrosse "is a feeling of honor and dignity."[17]

• The Spirit of the Game reminds players that not everything is a matter of life and death, that consequences are temporary, and that results are not critical.[6]

• The Spirit of the Game teaches players to "accept success with grace and failure with restraint."[18]

• The Spirit of the Game of golf is characterized by disciplined conduct, courtesy, and sportsmanship at all times.[19]

[1] Allan C. Hutchinson, It's All in the Game, 2000, p. 195.
[2] Lincoln Allison, Amateurism in Sport, 2001, p. 161.
[3] The Quest of the Golden Girl, 1897, p. 35.
[4] William John Morgan, Ethics in Sport, 2007, p. 126.
[5] Richard Carlson, The Don't Sweat Guide to Golf, 2002, p. 205.
[6] Division for Girls' and Women's Sports, Sports Programs for College Women, June 21-27, 1969, p. 23.
[7] The Winning Trainer, 2001, p. 142.
[8] "Anthony Hope's 'Sophy of Kravonia,'" The Bookman, 1907, p. 381.
[9] Modris Eksteins, Rites of Spring, 2000, p. 124.
[10] Belinda Wheaton, ed., Understanding Lifestyle Sport, 2004, p. 187.
[11] Jorg Bahl, Ultimate Frisbee, 2007, p. 4.
[12] John Byl, Co-Ed Recreational Games, 2002, p. 205.
[13] Andy Caruso, Soccer Coaching, 1996, p. 29.
[14] Sharon Colwell, "The 'Letter' and the 'Spirit': Football Laws and Refereeing in the Twenty-First Century," The Future of Football, 2000, p. 201.
[15] Gary Belsky & Neil Fine, 23 Ways to Get to First Base, 2007, p. 209.
[16] William D. Dean, The American Spiritual Culture, 2002, p. 148.
[17] Steve Bristol, quoted in Our Game: The Character and Culture of Lacrosse by John M. Yeager, 2005, p. 79.
[18] Hubert Vogelsinger, The Challenge of Soccer, 1973, p. 274.
[19] United States Golf Association, Golf Rules Illustrated, 2004, p. 4.

About the author:

Craig Conley is an independent scholar and author of One-Letter Words: A Dictionary (HarperCollins) and Magic Words: A Dictionary (Red Wheel). His website is http://www.oneletterwords.com/ His Zen version of Rock-Paper-Scissors can be found at http://www.moonfishocean.com/

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More kids/games/violence research

I received the following email from Tom Hanson, editor of OpenEducation.net
I see where you recently discussed kids and video games on your site (see: Are Video Games Ever Good for Kids?). At OpenEducation.net we did an in depth review of the topic of violent video games that included an interview with one of the authors of the book. We broke the topic out into three posts:

Shoot-em Up Video Games - The Cause of Greater Anti-social Behaviors in Teens?

Author Reveals "The Surprising Truth About Violent Video Games"

Experts State: Do Not Banish - Instead, Manage Violent Video Game Play

The research of Kutner and Olson has caused one critic of such games, this writer, to rethink his thoughts on the topic. If you think the posts would be of interest to your readers I would be grateful if you would share them.
Grateful? No, no, I'm the one who's grateful for this great resource. Someone's been doing a lot of clear thinking, in the name of education and play - the series, and in fact the blog itself, is a gift to all of us: designers, players, families and especially kids.




from Bernie DeKoven, funsmith

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The fun fed

I have been in touch with the people who've been organizing, running and developing "the Fun Fed" since before they opened their doors in 2005. According to their new website, "The Fun Fed was created with the aim of offering opportunities to adults on the lookout for more joy, upliftment and laughter. We do this by running games, singing, dancing and clowning sessions up to four times a month."

This is a good and much needed thing, this Fun Fed. To catch a bit of the goodness, click your way to their collection of games. See, for example, Stick Swap - a game of exemplary silliness, and purposefulness. I better let them explain:
"Our sessions offer physical activity, laughter, joy, creative opportunities, stress relief, a space to meet new people and the chance to let your hair down and your selves go.

"Most importantly, they offer you a natural high and a feel-good factor without the morning after!

"A question people ask us all the time is 'What kind of people come to your sessions?' – which is so hard to answer. The sessions are aimed at anyone and everyone who would like to be play games and have fun. They are not 'therapy' although of course having fun always makes you feel better, think clearer and smile more. In terms of the demographics, about half of any session is likely to be 28-38 with the other half spread throughout the other ages groups. And people come from all walk of life. The other week we had a session with 20 people, here’s what they did: Student, Coach, Managing Director, Massage Therapist, Recreation consultant, Marketing, Media Buyer, IT Consultant, Fundraiser, Photographer and Unemployed – and we had a fantastic time."
The Fun Fed - yet another gift to all playkind.

from Bernie DeKoven, funsmith

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Bucket Ball

Bucket Ball
"At the start of the game each player stands facing the other a few yards apart. Both have placed their feet into plastic buckets, one on each foot. For children playing the game a standard bucket is usually perfect – for adult players you may need to search a garden centre for larger specimens. Players hold in their hands an equal number of small balls. The aim of the game is to throw and get as many balls as possible into either of your opponents buckets whilst avoiding too many in your own."

via Strange Games

from Bernie DeKoven, funsmith

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Are video games ever good for kids?

Someone sent me this question: Are video games ever good for kids?

I guess it came at a good time, because I actually enjoyed writing my answer:
Are video games ever good for kids? Of course they are. They can be good for adults, and even seniors, too.

Can they be bad? Of course they can. It depends on the games and on the people who are playing them.

Actually, the same can be said for any kind of game. Can chess be bad? It can be, if it becomes an obsession, if the chess players pursue chess to the exclusion of everything else social, physical, and intellectual.

In fact, the category "video games" is itself misleading. The term comes from the arcade game era, and was used primarily to describe games like Pong and Breakout and PacMan. And these games suffered from the same misconception that led to us asking the very same question - are they good for kids.

Currently, kids have access to a very wide variety of things you might call video games, and other games that involve computers that you wouldn't think to call video games, but, in fact, have the same characteristics. Texting, for example, via cell phone, chatting and IMing via computer. Not games, actually, but highly interactive platforms for largely intellectual engagement. And then there are mass multiplayer online environments, like Second Life, which no one thinks of as video games, and yet have many of the same attributes.

I myself have designed games of almost every ilk, including computer games. Some were intellectual exercises, some social. Some were for the Children's Television Workshop, others for dedicated videogame companies, others for board and card game publishers. They all have succeeded in engaging children, in challenging them to solve and master some intellectual or social problem. And, as such, have all proven good for them - except for the few kids who took the games too seriously.

Which brings to mind all those concerns about violence in children's games. I personally don't like games that involve people blowing each other up. But I can't tell you that they're bad for kids, because I think most kids are not fooled by the imagery, and focus rather on mastering the intellectual, visual, and physical challenges these games pose. Take, for example, chess. Isn't it all about killing? Killing military figures and religious figures and government figures and destroying their homes?

On the other hand, violent imagery isn't necessary for a good game or a good video game. Take, for example, the many variations of the Sims, or my current conceptual passion - the beautifully cooperative game of Chilone.

But, I can't say violent games are really bad for kids, either. If kids are seeing violence, in their neighborhoods or on TV or in the movies, then it's part of their lives, and it's something they need to play with, to integrate into their world view.

There's a great story from Sara Similansky about pre-school kids who were playing outside, in the school playground, when a car hit a pedestrian. Soon an ambulance came and took the pedestrian to the hospital. It was a potentially traumatic experience for the kids. The next day, they started playing A