Blythe, M. & Hassenzahl, M. (2003). The semantics of fun: Differentiating enjoyable experiences. in Blythe, J., Monk, A., Overbeeke, K., & Wright, P. (eds.), Funology: From usability to enjoyment.91-100.
lack of agreed upon set of terms – enjoyment, pleasure, fun, attraction – often used interchangably but all aren’t really synonymous – this article trying to lay out the difference between pleasure and fun
starts with flow – says it’s one of hte few psych studies of pleasure – flow = peak expeirence of total absorption in an activity, with a close match between skill and challenge, clear goals, constant feedback on performance, decrease in self-consciousness, time distortion, deep enjoyment — but most of the time our activities don’t take us out of ourselves so we don’t get to experience flow as often as we’d like
micro-flow – intrinsically satifsying activities done for a short period of time – like doodling, don’t give the deep intense flow experience – not thoroughly studied yet
politics of fun – fun now= diversion, amusement, jocularity according ot OED, but used to be low class, bad thng, make fun of, opposite of good things like labor and being productive, being serious, fun created to distract us from work, numbs us, turns us into passive spectators – “fun is something we buy, something we consume, something that ulitmately reproduces the situations of alientated labour that we are seeking to escape.” (p. 93)
these guys say people have need both to be absorbed sometimes and distracted other times – don’t want deep flow all the time (absorption) -enjoyment depends on the context and is not built into the activity, not guaranteed (every time you play a game it isn’t enjoyable) – “..enjoyment doesn’t exist in and of itself. It’s a relationship between ongoing activities and states of mind” (P. 94) — tho there seem to be some commong ground in what we enjoy based on pop culture, theme parks
- fun = distraction, triviality, repetition, spectacle, transgression, distracted from teh self and our problems, satisfies an important underlying psych need but it’s superficial, winking paperclip in Windows is distracting and meant to be fun, antonym of serious, absence of seriousness
- pleasure = absorption, relevance, progression, aesthetics, commitment, deeper form of enjoyment, focus on the activity, not short lived, can be spontaneous, “happens when people try to make sense of themselves – explore and nourish their identities” (p. 96)
“work can be a pleasure, it can be absorbing. But is it fun? The workplace can be the site of fun, but it is generally in the context of a break from work. Fun cannot be serious and if it is then it ceasues, in this sense, to be fun. It is likely then that repetitive and routine work based tasks and technologies might be made fun thru design but non-routine and creative work must absorb rather than distract if they are to be enjoyable.” (p. 96)
triviality & relevance – opportunities for personal growth are relevant to people (and relevant brings pleasure), bring pleasure not fun, watching campy movies are fun – they’re trivial, distractions, we don’t take any lessons away for our own life, having radio on in the background is distraction, trivial, fun – - concentrating on a song on the radio that triggers memories and emotions is relevant (memory is a source for relevance) and brings pleasure. Relevance can also come from anticipation because we have to befocused on the activity
repetition & progression – fun based on repetition; pleasure based on progression because progression makes us think, surprises us, stimulates us. pop culture based on repetition and formulaic stories and repeated themes. High culture focused on progression, gradual change, development of themes; there is some repetition in that there are genres but no desire to create formulas (no sequels). “Satisfaction is the emotional consequence of confirmed expectations, whereas pleasure is the consequence of deviations from expectations.” (p. 98). flow based on progression of skills and challenges
spectacle and aesthetics – fun needs spectacle and engaged senses, attention needs to be grabbed. “Spectacle and wild colour signal and signify fun. Subdued pastels do not. If there is an aesthetic of fun then it is gaudy and fleeting, it bursts at the eye like a firework.” (p. 99) – “the fun of hte spectacle is a result of the intensity of perceptual stimulation, whereras aesthetic value is concerned with the quality of perception” (p. 99)- classical architecture, classical art, things of enduring value and appreciation
transgression and commitment – fun is the unexpected, “involves a transgression, albeit temporary and playful, of accepted forms of work behaviour.” (p. 99), temporary break from seriousness. commitment is pleasurable because you’re absorbed. “imagine 2 people playing a game. for the first the game is appealing. she figured out strategies to win in the context of the game. she accepts the game. the activity of playing, understanding nad using hte rules absorbs her. she will experience pleasure. the other person finds the game boring, but wants to oblige the first person. in order to distract herself from the boredom she finds a way to cheat, to bend the rules. by doing this she ridicules the game, but she may now have fun laying it. both players enjoy themselves but their experiences will significantly differ in quality.” (p. 99-100)
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Boredom, Flow, Game, Popular culture, Recreation