The game, on the eve of a “silent cultural revolution”?

by Laura Richards – Editor-in-Chief

OPINION –

It is⁤ surprising that games ⁤are not​ part of the Ministry of Culture, with the exception ⁣of video games which constitute one of its elements. However,the game has a history,which merges ‌with that of ⁣the tales,originating from the most​ brilliant civilizations of the ancient world. A certain⁤ number of them were found in the tombs, meaning two things: on the one hand, these objects⁤ had a high symbolic or ⁣even religious power and were made ⁤of⁢ noble materials capable of⁢ surviving‍ over the centuries, which shows that they belonged​ to people of the ruling classes; conversely there is a⁣ similarity of symbols present in the stories and games: kings and queens,‌ blacks and ⁤whites, struggle between good and⁣ evil… and this refers to a popular spirituality. Let’s not forget a ⁢certain universality of certain games:⁤ everyone ‌played hide and ⁣seek, marbles; some of oral tradition, others made ‌by children, or even by the head of‌ the family. It is indeed the example of the spinning‍ top which was, before becoming the toy we​ certainly know, an⁤ object of worship, a ​family tradition and even… a sign of adhesion of the‍ realists under ‍the revolution since a candle, lit near a certain dal The shadow of an equestrian statue of Louis XVI is projected⁤ above!

It is quite easy⁢ to demonstrate the importance of⁤ the game regarding intellectual growth… Each participant often has the ‌same material, the same rule and it is his cognitive capacity⁣ that will allow him to observe, deduce, understand ‍the ⁢reactions of ‍his ‌opponent/ i,‌ develop answers, choose the one ‍that ‌seems best to him,​ all within ‍a limited time. Will​ we ever stop ⁣playing chess? I refer⁣ to the study ‌of neuroscience to get an idea of ​​what intellectual ⁣abilities ⁢gaming mobilizes. I mentioned the cognitive aspect,⁤ but it is also pleasure, sensitivity, relationship, respect for rules, competence, intergenerational dimension, in short, an activity that generates ⁢a very wide range of skills and practices.

Let’s not ‌forget that the ⁢word “game” is one of the most loaded ​words in the‍ French language, ⁢directly or by inserting a specific vocabulary of the game: between⁤ “play the ⁣game”, “play your cards ⁤well”, “be master of the⁤ game” game” », “have everything in hand”, “a new deal”, are more‍ than 100 expressions that we use very often ⁤and ⁤which punctuate quite a few newsletters…

If the game is not part of Culture, ⁣from my point of view it is linked to different sources: some religions‍ see in this media a deviation of the⁣ energy that supposedly comes from​ God, but on which there would be no ⁢profane space or even pagan and why not “satanic” imprint, therefore which escapes any religious⁣ analysis, therefore good ⁢only for the ⁤little ​ones… After all, ⁤the game, free of choice among ⁢those who abandon themselves to it,‌ free in the sense that not having objects other than themselves have had harmful excesses: money first and foremost ⁤place, prohibited by many provisions, but still used by state initiatives; then work, as Taylor, promoter ‍of assembly line factories, classified among “leisure” what was done after work and which had no economic importance. On the‌ other hand, if you open any book about⁣ the history⁣ of the‌ game, ‍you will only see footprints of​ adults playing the game. Consumer society has grafted onto this ‌to ‍say ​that when we offer a box,we necessarily offer pleasure,which is false: there are ⁢games ⁣without ‍a box and⁢ many of these‌ serve no purpose other ⁣than “making money… who remembers still games derived from films ‍from about ten‌ years ago? It’s hard to find‍ culture there, on the other hand, in the 80s, the Paris game fair was closed to ‌children; not to discover the qualities of the games! ‌

The game also has a⁣ political connotation and this is perhaps the most embarrassing. When we play we think and not necessarily in the “required way”: I ⁣had in my hands “the game of the⁢ perfect Chinese communist”, which was, it seems, obligatory ⁤to possess, like ​”the game ⁣of⁢ the President” which, under the‌ presidency of Giscard d’Estaing it was forced⁢ not to be ‌marketed except in sales.‌ When there was an⁣ increase in family allowances ⁤for the 3rd child,at the toy‌ fair all ‌the dolls had⁣ 3 children! Let’s also not forget⁢ that “Monopoly” was born during the great crisis of the 1930s and that the “Pandemic” was born in the ‍heart of ⁣the subprime crisis in 2008.

Conversely, the ​loan library movement (the first in ⁢France dates back⁣ to 1968 in Dijon, there are now around 1200 structures) has developed considerably…even if, in some right-wing cities, it still seems complex.But many associations offer “animation games”, testifying to the numerous​ relationships with the‌ world​ of culture: games⁢ linked to theater, ⁢ecology, music, art, ​technology, books with “the books in which you ⁢are l ‘hero’, ​to‍ physics like the excellent kapla, in ⁢short, an abundance of concepts that complement each other, challenge, combine or revisit old conceptions.

At​ a local⁤ level, game festivals have developed since 1986; Partenay, Cannes in the first place, bringing together thousands ‍of visitors, private or professionals, leisure centers, facilities​ for the ⁤disabled, etc. This never ran‌ out again and, during childbirth, many parents ⁣rediscovered ‍games that “weren’t as‍ easy as‌ they seem”,⁤ as I often heard them say in playrooms. International Games Day, founded in 1999 on the ​initiative of the Association ⁤des Ludothèques Trançaises, was first conquered by children before becoming the unmissable event for families and players⁣ of all ages. The latest type of structures dedicated to gaming, game cafés, born in the wake‌ of “Oya”, in Paris,⁣ starting in 1995.

On the initiative of Jacques Henriot, a DESS “Game Sciences”​ was ​developed in 1981 and is now part of the “master2” ⁢Educational Sciences in ​Villetaneuse ​ ​ .

Other than​ that, the game is not cultural!!!!

I imagine you will remember⁤ this before choosing ​a⁢ box to⁤ offer… A game‍ must correspond to the person who will use‍ it and ​it is not⁣ easy to appreciate ‍what ​will give pleasure, the ⁣main ⁤driving force behind ⁤the action of ‌a game.

What are ⁢the ancient significances of games in different ⁢cultures?

Interview Between ‌Time.news⁤ Editor and Gaming⁢ Cultural Expert

Editor: Welcome to Time.news,where we explore the intersections of culture and contemporary issues. Today, we have with us Dr. Camille Duval, a renowned expert in cultural studies and ⁢the historical meaning of games. Dr. duval, thank you for joining us!

Dr. ⁣Duval: ⁤Thank you for having me! It’s‌ a‍ pleasure to discuss such a fascinating and often overlooked subject.

Editor: Let’s dive right in. Your article argues that games, aside from video games, are surprisingly ‌absent ⁢from the Ministry of Culture in France. Why ⁣do⁤ you ⁣think that is?

Dr.Duval: It⁤ is indeed surprising, given that games have ​a ‍profound historical significance. They​ date back to ancient civilizations and‌ embody a ‌rich tapestry ‍that combines play, storytelling, and even spirituality. The fact that ‌many games were found in​ tombs suggests they held symbolic or religious significance. It raises questions​ about our current cultural priorities.

Editor: you mention a ‌kind of universality ‌in games, likening them to common childhood experiences like hide and seek.Can you elaborate on the cultural significance of these simple games?

Dr. Duval:⁣ Absolutely. Games like hide and seek‍ or marbles span across ⁣cultures,​ engaging‍ children and adults alike. They not‍ only provide entertainment but also serve as⁤ a medium for dialog, teaching social skills, and even ‌moral lessons. This universality hints ‌at a deeper human connection ⁣and shared experiences across generations.

Editor: In the article, you discuss ​the dual nature of games encompassing⁢ both intellectual and emotional progress. How so?

Dr. Duval: Games demand cognitive engagement. Participants ⁢must observe their opponents,deduce‍ outcomes,and make strategic decisions,frequently enough under pressure. ‍This enhances problem-solving skills and critical thinking. Moreover, ‍they ​foster​ relationships, respect rules, and facilitate intergenerational​ dialogue. Essentially, playing a game becomes ‌a microcosm of broader social interactions.

Editor: You mention that​ the word “game” ​is heavily laden in the French language with various ⁢expressions. How do you⁣ see language influencing our cultural understanding of⁢ games?

Dr.Duval:⁢ Language is our gateway to cultural understanding. The multitude of expressions,such as “play your cards well” or “be master of the game,” ​demonstrates how deeply embedded games are in our daily vernacular. They metaphorically influence our strategies in life,politics,and even business. games thus serve not only as recreation but also as vital tools for social and cultural commentary.

Editor: In your opinion, why do certain⁤ religious perspectives​ view games as a deviation of energy from the divine?

Dr. ​Duval: This viewpoint frequently ‌enough stems from ⁢a fear of the ⁢chaotic‍ and uncontrolled aspects of play. Some ‌religious doctrines ⁣may view games as distractions from spiritual devotion or ⁤a gateway ‍to ⁤irresponsibility. The term “satanic”‌ reflects a broader anxiety about what is‌ seen as frivolous,contrasting with the solemnity of religious practices. However,⁤ I believe it’s essential to recognize the ⁤potential for games⁢ to⁤ also promote community and joy.

Editor: With the intellectual growth you mentioned derived from gaming, do you think policymakers should reconsider the classification of games within culture?

Dr. Duval: Absolutely! Recognizing ‌the significance⁣ of games ​as a cultural and educational tool could revolutionize how​ we engage with both youth and adults. ⁣Policymakers should‍ consider initiatives that integrate games into cultural programs and educational curricula. This could foster‍ a better understanding of strategy, collaboration,​ and even creative thinking.

Editor: Before we wrap up, what ⁤future trends do you foresee⁤ in the cultural perception⁢ of games?

dr. Duval: I believe we will see a growing appreciation for both traditional and digital games as ⁤vital cultural artifacts. The‍ rise of multiplayer online games and virtual reality experiences shows a shift towards collaborative and immersive learning experiences.​ We’re beginning to appreciate‍ the role of games in shaping modern narratives and identities—integrating them ​fully ‌into the fabric ‍of our cultural discourse.

Editor: Dr. ‍Duval, thank you​ for ⁤these insightful perspectives. this discussion illuminates‌ the profound ties between games and culture.

Dr. Duval: Thank you! ItS been‍ a pleasure ​discussing such an vital topic. Let’s ⁤keep ⁣the ⁢conversation going!

Editor: Absolutely. thank you for ​tuning in, and we‌ encourage you to explore the cultural dimensions of games further. Until next ⁣time!

You may also like

Leave a Comment