y
Avedon, E. & Sutton-Smith. – The Study of Games, John Wiley
&Sons, New York, 1971
Berne, E. – The Games People Play: the psychology of human relationships,
Andre Deutsch Ltd, London, 1966
Gibson, W. – The Bunco Book, Citadel Press, Secaucus, New Jersey,
1986 (2nd ed.)
Parlett, D. – The Penguin Encyclopaedia of Card Games, Penguin,
London, 2000(2nd ed.)
Tilley, R. – A history of Playing Cards, Studio Vista Publishers,
London, 1973
Games References
Avedon E, et al:
“…the purpose of a game lies in the special character
of its dual interaction sequences. A contest for power, to seize
or avoid arbitrary power, to gain power by skill, luck or strategy
– could be taken as the central purpose or logic of the inverse
patterns of interaction of actors and counter-actors” (Avedon,
E. & Sutton-Smith, B. p.405, 1971)
“A game is an exercise of voluntary control systems, in which
there is a contest between powers, confined by rules in order to produce
a disequilibrial outcome” (ibid. p.405)
“The following are dimensions which are thought relevant to
the behaviour that games may provoke. “Behaviour”
includes the impulses which are stirred up and gratified, the controls
which are supported or weakened.” – list of dimensions
ensues with extension arguments:
1. Body Contact
2. Bodily activity
3. Skill requirement
4. Chance determination
of success
5. Competition factors
6. Use of Space
7. Time considerations
8. Props usage
9. Role taking factors
10. Rule complexity
11. Volume and distribution of participation
12. Leeway for marginal impulse expression
13. Respite possibilities
14. Suspense emphasis
15. Switches between opposition
16. Pleasure-pain content of winning or losing
17. Spread of winnership
18. Rewards – penalties
19. Institutionalised cheating
20. Obstacles
21. Trust dependence
22. Permanence of alliances
23. Direct mirroring of life themes
24. Props
25. Ritual
(ibid. p.408-414)
Features common to all games:
1. Number of players
2. Rules of the game
3. Results or pay-off
4. Strategies which could
be used
Strategy is the element brought by the players rather than supplied
by the game (ibid. p.420)
Berne E:
The content essential presents a psychological examination of social
relationships based on an equivalence between game playing and how
we act “normally”. Author suggests various levels
of control over our actions and presents a wide range of scenarios
and classifications for groups of actions. Life is a game, life
as a game – possibly this explains why we like to play real
“games” as identified and separate scenarios through which
we can parallel real experiences in a safe way?
(Berne, E. 1966)
Human beings thrive on social intercourse and are damaged/reduced
by the lack of it (ibid.p.13-15)
Human beings enjoy having programmed social intercourse, enjoy structure
and acquire structure at a young age (ibid.p.13-15)
We long for stimulus (stimulus hunger) and for structure (structure
hunger); the lack of these is detrimental to our wellbeing (see Kirkegaard)
(ibid.p.18)
Berne develops the idea that there is an intrinsic need for satisfaction
which drives our social interactions: “The most gratifying forms
of social contact, whether or not they are embedded in a matrix of
activity are games and intimacy” (ibid.p.19)
Adults have a limited range of ego states:
1. Parent – you behave
as did your parents
2. Adult – you make
autonomous decisions
3. Child – you behave/react
as you did when a child
(ibid.p.23)
He breaks down social intercourse into its simplest form or unit –
the transaction – when ego states are equal between two participants
this can continue (eg. as question/answer) indefinitely; problems
arise when the balance is unequal. (ibid.p.30)
“A game is an ongoing series of complementary ulterior transactions
progressing to a well defined, predictable outcome. Descriptively
it is a recurring set of transactions often repetitious, superficially
plausible, with a concealed motivation, or, more colloquially, a series
of moves with a snare, or “gimmick”. Games are clearly
differentiated from procedures, rituals and pastimes by two chief
characteristics: 1. Their ulterior quality and 2. The payoff”.
(ibid.p.48)
Likening game play to “real” social interaction: “all
games have an important and probably decisive influence on the destinies
of the players under ordinary social conditions” ie. real life
games have serious consequences – using higher game play language.
(ibid.p.73)