When you think about it, the way you play a game has a connection with how you do anything else in life. Sometimes they're similar, sometimes they're very contrasted, but always connected.
You may or may not have seen this video, but relevant:
You're misusing the term "game theory" (Don't worry, so does the awful Youtube series of the same name), but I personally don't see a need to look for a meaning in such things unless evidence suggests that such a meaning exists. As you may have guessed, I haven't seen any such evidence yet.
A lot of games are narratives (even Chess has a form of a narrative - conflict) and still tend to follow that linear narrative formula that oral tradition has refined over several thousand year.
http://en.wikipedia.org/wiki/The_Seven_Basic_Plots
This is a good deconstruction of how narrative works and resonates. Good games tie into these - when we hear a story that hits the "tropes" it resonates with us. Makes us feel that "all is right".
If a story doesn't follow these, or fails in the telling, then it causes discomfort, irritation. Like hearing a note out of tune.
Now, games resonate because they combine the narrative, pattern recognition, sense of PERSONAL accomplishment from overcoming a challenge and audio cues (music etc) that all blend together.
Films only do narrative and audio cues, lacking that vital "input" piece, which gives you the illusion of choice in dictating how things unfold. It's often why, when we see how the mechanics in a game work, or we know how to "game" the game, things become rote - you've seen behind the curtain, notice the strings; it becomes less a story and more a box-ticking, list filler.
But that, in itself, can be rewarding - there's a reason we like lists and seeing numbers go up - it gives a sense of progression, success. However, devoid of narrative, I would argue that this experience is lesser, more short term in terms of reward.
Combine the two and things are amazing. It's why things like Planescape: Torment resonate so well, or even linear narratives like Portal work - they mask the strings and "gaming" by being tight narratives with flexible gameplay and immersive "universes".
They also provide that "otherness" that humans seem to crave - something beyond themselves, or an idealised version of themselves.
Where do competitive games come in?
"The acting imperial viceroy of Doma, Yotsuyu's grace and beauty belie a heart of stone."The human desire to hear the lamentation of your women, and to see your foes driven before you?
I guess that is a really visceral reason....
"The acting imperial viceroy of Doma, Yotsuyu's grace and beauty belie a heart of stone."BUMP
You know there are some videos on gaming like on how to lose, how to lose, what attitudes do you need to have, how to play mind games on your enemies, etc but it makes me wonder fi there really is some 'right' way to game just as there is a 'right' way to do things? I know this only apply to competitive games but when you consider gaming culture and subculture, I wonder if there are any memes that are prevalent in games? I honestly had no idea that Game Theory and Design was so broad...
"The acting imperial viceroy of Doma, Yotsuyu's grace and beauty belie a heart of stone."
I am not a game designer, a philosopher or even theorist but it seems that after hearing things like Game theory, Yomi in fighting games and why most people lose there seems to be a hidden spirituality in video games. I think might be watching too many video games analysis or even read too deeply into gaming anime but there seems to be a hidden \'something\' in games that especially competitive games that makes them more than just games. I might looking too deep into it but is there is something in games that makes them more than that?
"The acting imperial viceroy of Doma, Yotsuyu's grace and beauty belie a heart of stone."