Playing with Failure. Conceptualization of Failure in Game Studies

Authors

  • Magdalena Kozyra Uniwersytet Jagielloński, Wydział Polonistyki

DOI:

https://doi.org/10.18778/2391-8551.06.03

Keywords:

video games, video games theory, queer theory, failure

Abstract

The aim of the article is to present examples of already existing theories about the experience of failure in digital games and then propose a different approach to it. Firstly, it shows the way Csíkszentmihályi’s flow theory and Juul’s The Art of failure describe the motivational role of failure; then it points out the persuasive aspects of Bogost’s rhetoric of failure used in serious games industry; and lastly Lee’s, Roche’s and Halberstam’s approaches trying to recognize the positive features of failure are examined. The author then introduces six dimensions of failure based on Calleja’s Player Involvement Model. Through them, an alternative way of thinking about failure is proposed, in which the failure is perceived not (only) as an occurrence which needs fixing, but as a possibility for a different experience of gameplay.

Author Biography

Magdalena Kozyra, Uniwersytet Jagielloński, Wydział Polonistyki

Magdalena Kozyra – doktorantka kulturoznawstwa na Wydziale Polonistyki Uniwersytetu Jagiellońskiego. Jej zainteresowania badawcze związane są ze współczesną kulturą popularną, swoją rozprawę doktorską przygotowuje na temat doświadczenia porażki w grach wideo.

References

Bogost, Ian (2007), Persuasive games: The expressive power of videogames, Cambridge, MA: The MIT Press.
Google Scholar DOI: https://doi.org/10.7551/mitpress/5334.001.0001

Calleja, Gordon (2011), In-Game. From Immersion to Incorporation, Cambridge, MA: The MIT Press.
Google Scholar DOI: https://doi.org/10.7551/mitpress/8429.001.0001

Chang, Edmond Y. (2017), Queergaming, [w:] Bonnie Ruberg, Adrienne Shaw, Queer Game Studies, Minneapolis, MN: University of Minnesota Press.
Google Scholar

Csíkszentmihályi, Mihály (2005), Przepływ: psychologia optymalnego doświadczenia, przeł. Magdalena Wajda-Kacmajor, Taszów: Moderator.
Google Scholar

Fassone, Riccardo (2018), Every game is an island: Endings and extremities in video games, New York: Bloomsbury Academic.
Google Scholar

Frasca, Gonzalo (2001), Ephemeral Games: Is It Barbaric to Design Videogames after Auschwitz?, [w:] Markku Eskelinen, Raine Koskimaa (red.), Cybertext Yearbook 2000, Research Center for Contemporary Culture: University of Jyväskylä.
Google Scholar

Halberstam, Jack (2018), Przedziwna sztuka porażki, przeł. Mikołaj Denderski, Warszawa: Krytyka Polityczna.
Google Scholar

Juul, Jesper (2016), Sztuka przegrywania. Esej o bólu, jaki wywołują gry wideo, przeł. Paweł Schreiber, Michał Tabaczyński, Kraków: Korporacja Ha!art.
Google Scholar

Kubiński, Piotr (2016), Gry wideo. Zarys poetyki, Kraków: Towarzystwo Autorów i Wydawców Prac Naukowych Universitas.
Google Scholar

Lee, Shuen-shing (2003), “I Lose, Therefore I Think” A Search for Contemplation amid Wars of Push-Button Glare, „Game Studies”, nr 3.
Google Scholar

McGonigal, Jane (2011), Reality is Broken. Why Games Make Us Better and How They Can Change the World, New York: Penguin Press HC.
Google Scholar

Meades, Alan (2015), Understanding counterplay in video games, New York: Routledge.
Google Scholar DOI: https://doi.org/10.4324/9781315752655

Mortensen, Torill, Linderoth, Jonas, Brown, Ashley (2018), The Dark Side of Game Play. Controversial Issues in Playful Environments, London: Routledge.
Google Scholar

Murray, Janet (2017), Hamlet on The Holodeck: The Future of Narrative in Cyberspace, Cambridge: MIT Press.
Google Scholar

Roche, Eoin (2018), “Valid” Failure in the Design of Digital Games: An Introspective View from a Player’s Perspective, Praca magisterska, Online: http://www.scss.tcd.ie/publications/theses/diss/2018/TCD-SCSS-DISSERTATION-2018-064.pdf
Google Scholar

Ruberg, Bonnie (2015), No Fun: The Queer Potential of Video Games that Annoy, Anger, Disappoint, Sadden, and Hurt, „QED: A Journal in GLBTQ Worldmaking”,nr 2(2), s. 108–124.
Google Scholar DOI: https://doi.org/10.14321/qed.2.2.0108

Ruberg, Bonnie (2017), Playing To Lose: The Queer Art of Failing at Video Games [w:] Jennifer Malkowski, TreaAndrea M. Russworm (red.), Gaming representation: Race, Gender, and Sexuality in Video Games, Bloomington: Indiana University Press.
Google Scholar

Sterczewski, Piotr (2013), Retoryka porażki: Semantyczne i perswazyjne funkcje przegranej w “serious games”, “art games” i grach głównego nurtu, „Homo Ludens”, s. 23–34.
Google Scholar

Published

2019-12-30

How to Cite

Kozyra, M. (2019). Playing with Failure. Conceptualization of Failure in Game Studies. Replay. The Polish Journal of Game Studies, 6(1), 37–49. https://doi.org/10.18778/2391-8551.06.03

Issue

Section

Articles