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Examining the sociological relationship between games and communities has been an important aspect of research within many disciplines. The cultural importance of games can be clearly seen throughout the historical record. Games played in classical antiquity are simultaneously understood as politically charged expressions of state power, cultural hegemony, and mass distraction. As Johan Huizenga famously pointed out in his classic study, Homo Ludens, games are ritualized practices that create a space in which actions are understood as play and are accorded a special set of ethics that allow for different degrees of experimental freedom. He dubbed this space the “magic circle,” which is best understood as a mental understanding that within the gamespace, social norms are loosened so that learning and experimentation might take place in relatively controlled ways. The idea of the magic circle has been sometimes contested by games scholars, but the general concept of a special gamespace has remained intact. In the work of scholars such as Roger Caillois, or more recently Jesper Juul, a game is broadly defined as a constrained space or activity that assesses players by assigning merit to some actions but penalties to others. These constraints might involve specific rules that can be enforced upon the space or activity, or they might be phenomenological factors that help players separate their activities and/or the gamespace from everyday life. More specific definitions are entirely contextual, contingent upon numerous factors, including purpose, design, or sometimes whether or not the game is computer based. In any event, gamespace is an arena mutually constructed by participants who must agree on its affordances and constraints. It asks for play from those inside the arena and encourages ardent fan participation from those who remain at its edges.

“We Dancing Online,” here during the 2008 Taipei Game Show, is hugely popular in Taiwan, played both online and in person.

Off-Line Games

Thus, games provide a touchpoint for individuals, groups, and whole societies to develop social networks, both large and small, Web-based and otherwise. Athletic contests, like the classical Greek Olympiad, are social rituals in which games were used to allow cross-cultural contact between different Greek city-states (and now, world nations). Athletic contests and teams often become a vehicle through which fans express different cultural identities, such as regional and national affiliation, ethnicity, and gender. Teams and the games or matches they play are public events in which fan loyalties become vehicles for defining identities, loyalties, or even differences among people.

Other game types, such as board, card, and table-top games, are almost always seen as social endeavors, requiring at least two players (such as chess) but often working best if they involve many more people (like Monopoly or card tournaments). Many of these games create rich social events due to the gameplay and game mechanics players use. Card games, especially large tournaments, require exceptional skill at reading polysemic verbal and nonverbal communication cues of other players and observers. In many cases, these skills are just as important (or even more so) than the skill required to work effectively within the constraining rules of the game. Poker, for instance, is a game that Caillois would have defined as “aleatory,” or one premised around chance. However, players can win without having the rule-defined best hand by discovering other players' “tells” by using a complex, and commonly intuitive, understanding of other players' psychologies. Players sometimes construct and present elaborate identities designed to subvert such efforts.

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