
When it comes to innovation, should we follow the path of fun rather than strict business goals? Game designer Raph Koster believes so. In his book “A Theory of Fun for Game Design,” he claims that “fun is just another word for learning.”
Learning is often seen as a serious task, but what if we embraced fun as a key element of the process? Kelly Clancy, in “Playing With Reality: How Games Have Shaped Our World,” explores the connection between play and learning.
Play is not just a pastime; it’s how our brains gather data to train and improve. Games, according to Clancy, are more than entertainment; they are an essential part of how we learn and evolve.
Learning itself triggers dopamine release in our brains, showing that we are wired to enjoy discovering new things. Play is the bridge to this joy of learning, guiding us through the unknown.
Looking back at history, Johan Huizinga’s “Homo Ludens: A Study of the Play-Element in Culture” highlights the role of play in human innovation. Play is not just a form of entertainment; it’s a way to push boundaries and create new systems.
In a world filled with serious challenges, maybe it’s time to prioritize fun and play. Fun can be a catalyst for learning, innovation, and design. It’s time to embrace a more playful approach to life and work.
Kim is a former emarketing exec at a major Blues plan, editor of the late & lamented Tincture.io, and now regular THCB contributor