WEBVTT - The Nature of Fun, Part 1

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<v Speaker 1>Welcome to Stuff to Blow Your Mind production of My

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<v Speaker 1>Heart Radio. Hey you welcome to Stuff to Blow your Mind.

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<v Speaker 1>My name is Robert Lamb, and I'm Joe McCormick. And

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<v Speaker 1>today I wanted to talk about fun because the other

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<v Speaker 1>day I was thinking about trying to explain what we

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<v Speaker 1>mean when we say something is fun, uh, particularly about

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<v Speaker 1>how the idea of fun is strongly related to the

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<v Speaker 1>idea of pleasure, but not exactly the same thing as it.

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<v Speaker 1>Most things that are fun are pleasurable, though maybe not

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<v Speaker 1>all things. And then there are tons of things that

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<v Speaker 1>are pleasurable but are not really fun, Like, despite the

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<v Speaker 1>the infamous name of the fun sized candy bar, I

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<v Speaker 1>think it would be really weird to say that eating

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<v Speaker 1>a piece of candy is fun, even though it is

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<v Speaker 1>pleasing in a sense. What might be fun in relation

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<v Speaker 1>to a candy bar, maybe like I don't know, making

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<v Speaker 1>candy bars with a friend, or like going out trick

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<v Speaker 1>or treating or something. Uh, And candy bars? Whoa making candy?

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<v Speaker 1>Who makes candy bars? Joe? I don't know. People do

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<v Speaker 1>all kinds of like kitchen projects with friends for fun,

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<v Speaker 1>don't they. I don't know. I've seen it on Great

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<v Speaker 1>British Baking Show. It looks fun. They're okay, fair enough.

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<v Speaker 1>I've never done it, though, I I do cook, but

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<v Speaker 1>I've never made candy. I don't know. It seems seems sticky. Yeah,

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<v Speaker 1>I guess it is generally generally sticky. I mean, there

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<v Speaker 1>are candy I can I can picture people making various candies,

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<v Speaker 1>but for some reason, the candy bar in my mind anyway,

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<v Speaker 1>it instantly feels like this can only be produced by industry.

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<v Speaker 1>This is not something that is achievable by the by

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<v Speaker 1>the kitchen. I'm likely wrong about that. Well, so, yeah,

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<v Speaker 1>I guess it's got to be hard to make the

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<v Speaker 1>ones with all the layers and stuff. But I mean,

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<v Speaker 1>people make multi layer of cakes and at also, why

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<v Speaker 1>not candy bars? Sure, okay, I was just throwing it

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<v Speaker 1>out there. It seemed like a potentially possibly fun act.

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<v Speaker 1>It somebody does, I don't know, trigger treating. That's fun, right, right?

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<v Speaker 1>And I think I think that's what Ultimately, that's what's

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<v Speaker 1>fun about fun sized candy bars. It's the idea that

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<v Speaker 1>since it is smaller, it may open itself up for

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<v Speaker 1>fun possibilities like trigger treating, like a fun additional treat

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<v Speaker 1>that's put into your lunch or something by your parents,

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<v Speaker 1>that sort of thing, Right, So I want to open

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<v Speaker 1>this up to the original context in which I was

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<v Speaker 1>thinking about trying to define fun and finding some of

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<v Speaker 1>these difficulties. So, something I've noticed when we do our

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<v Speaker 1>Weird House Cinema episodes, the episodes we release on Fridays

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<v Speaker 1>where we we we just have fun talking about weird movies.

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<v Speaker 1>When we pick movies for this show, I feel like

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<v Speaker 1>one of the core things we look for is a

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<v Speaker 1>quality of fun. Though this does not correlate in any

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<v Speaker 1>consistent way that I can find with internal features of

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<v Speaker 1>a movie like a fun Weird House Cinema move movie

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<v Speaker 1>could be a an elegant, imaginative fantasy movie like Returned

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<v Speaker 1>to Oz. Or it could be an audacious, technically incompetent

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<v Speaker 1>cheese fest like Plan nine for Matter Space. Or it

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<v Speaker 1>could be a grainy, juicy barbarian movie like Conquest. These

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<v Speaker 1>are all movies we've done recently that have very little

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<v Speaker 1>or almost actually nothing in common with one with one

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<v Speaker 1>another in terms of objective contents or qualities. But what

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<v Speaker 1>unites them is that they're all these unusual genre exercises

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<v Speaker 1>and at least for you and I as viewers. They're

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<v Speaker 1>all fun. And there are lots of good movies that

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<v Speaker 1>I love that are not fun. The other day we

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<v Speaker 1>were talking about we're talking off Mike at least about

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<v Speaker 1>the movie Under the Skin, which is a good movie,

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<v Speaker 1>but it would be hard to say it's fun. So

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<v Speaker 1>fun isn't some necessary quality of good films or of

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<v Speaker 1>art or entertainment in general. But I think it's a

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<v Speaker 1>core element of weird house cinema. Yeah, I know what

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<v Speaker 1>you mean. I think most of, if most certainly most

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<v Speaker 1>of the films we've picked for weird health cetema I

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<v Speaker 1>would classify as fun. If in the cases where maybe

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<v Speaker 1>a film didn't turn out as fun as I was

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<v Speaker 1>hoping it was going to be, uh, you know, those

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<v Speaker 1>are more of the exceptions to the rule. But but yeah,

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<v Speaker 1>it is. It is hard to really figure out exactly

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<v Speaker 1>what is the fun thing because you know, like you said,

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<v Speaker 1>it maybe a children's movie and may be very lighthearted,

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<v Speaker 1>it may not be lighthearted, and maybe technically competent, it

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<v Speaker 1>may not be competent. They put together. Um, I was

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<v Speaker 1>trying to think of what would be a good example

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<v Speaker 1>of a film that feels this way to me, where

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<v Speaker 1>it's it's good, it's something I like, but it is

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<v Speaker 1>not maybe not fun. And I was thinking, well, maybe

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<v Speaker 1>the Texas Chainsaw Masker. It's an example that the original.

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<v Speaker 1>You know, it's it's a film I would hesitate to

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<v Speaker 1>call fun, but I enjoyed it a lot when I, uh,

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<v Speaker 1>you know, saw it. In times that I've seen it,

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<v Speaker 1>it remains stuck in my head. Is kind of like

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<v Speaker 1>an easy reference point for things. It has excitement in it,

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<v Speaker 1>it's in one is engaged in it, and yet I

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<v Speaker 1>don't know if I would say it is a fun movie.

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<v Speaker 1>And as we'll discuss, they're all sorts of qualifiers on that,

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<v Speaker 1>especially when we start talking about about media. Right So,

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<v Speaker 1>it's interesting that we have this word that we use

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<v Speaker 1>extremely casually, and we both know what we mean when

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<v Speaker 1>we're talking about fun movies, and yet there are tons

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<v Speaker 1>of movies we like that are not fun, and the

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<v Speaker 1>fun movies that we like don't necessarily have really anything

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<v Speaker 1>in common. Right um Now, when we're talking about movies especially,

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<v Speaker 1>but also the other forms of media, I've I've heard

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<v Speaker 1>this employed for non cinematic media as well. Oftentimes you'll

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<v Speaker 1>see the fun description used as a positive counterpoint to good,

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<v Speaker 1>as in, hey, how is the new Jurassic World movie?

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<v Speaker 1>Was it good? It was fun? And maybe you're being

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<v Speaker 1>you know, you don't want to yuck anyone's yum, But

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<v Speaker 1>this is actually how I felt about the I guess

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<v Speaker 1>maybe the all three of the Jurassic World movies. I

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<v Speaker 1>would never argue that they were they were good movies

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<v Speaker 1>or great movies. Um. I wouldn't say they were my

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<v Speaker 1>favorite films. They weren't my favorite rampaging dinosaur movies, but

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<v Speaker 1>they were fine. They delivered on fun and um. And

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<v Speaker 1>of course it's just it's very subjective to even try

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<v Speaker 1>to explain like what that means, because at this point

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<v Speaker 1>we're just absolutely knee deep and subjective vaguary when it

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<v Speaker 1>comes to saying, well, this movie was good and this

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<v Speaker 1>one was fine. Well, you know one thing I would say,

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<v Speaker 1>they're uh, they're probably multiple ways of coming at this.

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<v Speaker 1>But when somebody asks is a movie good, you kind

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<v Speaker 1>of interpret that question is being about the intrinsic qualities

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<v Speaker 1>of the movie itself. I mean putting aside questions of

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<v Speaker 1>like whether you could actually objectively judge something like, you know,

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<v Speaker 1>is the script good? Is the acting good, but putting

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<v Speaker 1>you know that caveat aside. You're at least asking about

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<v Speaker 1>something that is true of the movie, no matter who's

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<v Speaker 1>looking at it. And when you talk about fun, you're

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<v Speaker 1>saying something more about like your experience of watching the

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<v Speaker 1>movie at the time and place that you did, like

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<v Speaker 1>I had a good time. Yeah, yeah, I mean there's

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<v Speaker 1>some like you said, there's so many ways of looking

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<v Speaker 1>at a film. You can just you can look at

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<v Speaker 1>it technically, you can, you can think of it, you know,

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<v Speaker 1>in terms of the acting, you can. You can purely

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<v Speaker 1>base it in your own experience of watching it or

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<v Speaker 1>a communal experience of watching Adam. And there's so many

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<v Speaker 1>ways to go to go at it. And yeah that

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<v Speaker 1>it is a vague question when someone asked is this

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<v Speaker 1>a good movie? Because on one level they're sort of

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<v Speaker 1>asking like what, they just want to know what did

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<v Speaker 1>you think about it? And should I see it? Would

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<v Speaker 1>I like it as well? Um? And uh yeah. Answers

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<v Speaker 1>can be all over the board. Sometimes it could be

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<v Speaker 1>like it's a great movie, you would hate it, it's

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<v Speaker 1>I loved it, You should not see it, and if

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<v Speaker 1>you do see it, please don't tell me about it

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<v Speaker 1>because I know that you won't like it, that sort

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<v Speaker 1>of thing, yep, yep. So I wanted to look at

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<v Speaker 1>fun on the show because fun is clearly extremely important

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<v Speaker 1>in our lives. It's a type of experience that we

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<v Speaker 1>seek constantly as one of the core ways of of

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<v Speaker 1>enriching our existence, and yet it actually seems to be

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<v Speaker 1>a rather complex and elusive concept to define. Uh So

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<v Speaker 1>I thought it would be worth spending a couple of

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<v Speaker 1>episodes trying to examine the concept of fun and try

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<v Speaker 1>to see if we can draw any interesting conclusions about it. Now,

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<v Speaker 1>the immediate question that comes to my mind and all

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<v Speaker 1>of this, of course, is not only what is fun

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<v Speaker 1>and how can it be research, which of course we'll

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<v Speaker 1>get into, but also is it distinct from other areas

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<v Speaker 1>that have been researched so such as play, Because the

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<v Speaker 1>study of play would seem to be a big one,

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<v Speaker 1>as this is generally understood as the spontaneous activity of children,

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<v Speaker 1>as well as being central to game sports, many different

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<v Speaker 1>hobbies among all ages, and especially in children, play has cognitive, physical, emotional,

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<v Speaker 1>and social benefits. And I think that we've covered play

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<v Speaker 1>on the show before. I think the research we're about

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<v Speaker 1>to look at here considers play part of fun, but

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<v Speaker 1>not fun in and of itself, right right, I mean,

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<v Speaker 1>I think there are a lot of ideas that have

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<v Speaker 1>a significant overlap with the concept of fun, but are

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<v Speaker 1>not the exact same thing as it. Play is a

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<v Speaker 1>type of activity that I think would usually be described

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<v Speaker 1>as fun, though you could imagine types of play that

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<v Speaker 1>maybe are not fun, uh, and yet people would still

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<v Speaker 1>call them play. And you can also say that there's

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<v Speaker 1>tons of stuff that is fun that is not play.

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<v Speaker 1>So fun is bigger than play, but play often seems

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<v Speaker 1>aimed at fun. Yeah, Like if you had a camp

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<v Speaker 1>fund then and you had like really strict rules, you know,

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<v Speaker 1>you might be you couldn't really kick people out by saying,

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<v Speaker 1>well what you are you? Are you having pleasure over there?

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<v Speaker 1>No pleasure? This is camp fun? Get out? Or are

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<v Speaker 1>you playing? No playing? This is serious business. This is

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<v Speaker 1>camp fun. Out of here? Right. So to trying to

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<v Speaker 1>get underneath this, you know, the seemingly elusive and variable

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<v Speaker 1>characteristics of fun, One interesting thing to start with is

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<v Speaker 1>just say, okay, what if we just did a survey

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<v Speaker 1>and and see out in the wild, what types of

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<v Speaker 1>experiences do people consider fun? Like if you ask people,

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<v Speaker 1>tell me something fun you did recently. What are the

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<v Speaker 1>types of things that people are most likely to talk about,

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<v Speaker 1>and what do those experiences have in common? And here

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<v Speaker 1>I thought it might be useful to, uh, look at

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<v Speaker 1>a couple of parts of a paper that I found, uh,

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<v Speaker 1>that was published in two thousand ten in the journal

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<v Speaker 1>Psychology by a couple of researchers based out of University

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<v Speaker 1>College London. These authors are I See McManus and Adrian Fernhum.

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<v Speaker 1>And the paper is called fun Fun Fun, Types of fun,

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<v Speaker 1>attitudes to fun and the relationship to personality and biographical factors.

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<v Speaker 1>So already, even with the title, we're getting into the

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<v Speaker 1>fact that this is going to be highly dependent on

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<v Speaker 1>an individual's background and sensibilities. Well, you have to to

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<v Speaker 1>spoil one of their major conclusions. Uh, We're gonna end

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<v Speaker 1>up finding that there really is no such thing as

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<v Speaker 1>saying something is fun for everyone. Different groups of people

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<v Speaker 1>find different things fun and uh and often a lot

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<v Speaker 1>of people just seem to go around assuming that whatever

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<v Speaker 1>they find fun is what other people are going to

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<v Speaker 1>find fun. But it's not true. It made me think

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<v Speaker 1>of old Mickey Mouse magazine covers. I don't think I've

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<v Speaker 1>seen one of these and forever, but at least for

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<v Speaker 1>a very long time, the run of these magazines had

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<v Speaker 1>the slogan at the bottom, fun for the whole family

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<v Speaker 1>was guaranteed. And I mean even I have a small family, uh,

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<v Speaker 1>just talking about immediate family that my wife and my

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<v Speaker 1>son and and sometimes it's a challenge for us to

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<v Speaker 1>find fun for the whole family. And I think anyone

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<v Speaker 1>out there with a much larger family unit you can

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<v Speaker 1>certainly attest that this is not the case that Mickey

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<v Speaker 1>Mouse Magazine was lying to us. And yet at the

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<v Speaker 1>same time that that could make you feel, well, then

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<v Speaker 1>is it hopeless? Is there just nothing we can say

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<v Speaker 1>about fun? It's totally random. Obviously that's not the case either.

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<v Speaker 1>There are there are clearly certain types of activities that

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<v Speaker 1>large numbers of people agree on is fun, and so

0:12:14.200 --> 0:12:16.480
<v Speaker 1>it would be useful to figure out what are those

0:12:16.520 --> 0:12:20.160
<v Speaker 1>types of activities? Now, I wanted to mention a few

0:12:20.200 --> 0:12:23.079
<v Speaker 1>things from the background section before the authors get into

0:12:23.160 --> 0:12:26.400
<v Speaker 1>describing their original research, and one of the things they

0:12:26.440 --> 0:12:29.720
<v Speaker 1>start off with is discussing just the pervasive role of

0:12:29.920 --> 0:12:33.839
<v Speaker 1>fun in culture. And I had a thought about this

0:12:33.880 --> 0:12:36.120
<v Speaker 1>which Robert I wonder if you agree with this. I

0:12:36.160 --> 0:12:39.960
<v Speaker 1>was thinking about how while you know, it's it's it's

0:12:40.000 --> 0:12:42.800
<v Speaker 1>part of basic human life to seek pleasure. We all

0:12:42.840 --> 0:12:46.200
<v Speaker 1>seek pleasure in some ways, a lot of pleasure seeking

0:12:46.240 --> 0:12:50.520
<v Speaker 1>activity is not openly discussed the same way that the

0:12:50.640 --> 0:12:54.200
<v Speaker 1>quest for fun is, even though there's a huge overlap

0:12:54.280 --> 0:12:59.040
<v Speaker 1>between fun and pleasure. It's it's totally normal and acceptable

0:12:59.360 --> 0:13:03.280
<v Speaker 1>to talk about trying to find fun and like seeking

0:13:03.320 --> 0:13:06.440
<v Speaker 1>out activities that will be fun, But it's kind of

0:13:06.480 --> 0:13:09.640
<v Speaker 1>weird to talk about trying to seek pleasure and seek

0:13:09.640 --> 0:13:12.360
<v Speaker 1>out activities that will feel good, do you know what

0:13:12.400 --> 0:13:15.439
<v Speaker 1>I mean? Yeah, I mean unless you make a point

0:13:15.480 --> 0:13:17.920
<v Speaker 1>of it, if you're like really embracing a kind of

0:13:18.120 --> 0:13:23.160
<v Speaker 1>hedonistic uh um lifestyle, or it's you know, something you

0:13:23.200 --> 0:13:27.440
<v Speaker 1>know like Lavayan Satanism, where you're like, no, the purpose

0:13:27.520 --> 0:13:29.800
<v Speaker 1>of life is pleasure and that's what I'm all about,

0:13:29.960 --> 0:13:33.200
<v Speaker 1>you know. Otherwise, Yeah, it's it's it's kind of Another

0:13:33.240 --> 0:13:36.960
<v Speaker 1>example might maybe be coming around to like the ideas

0:13:37.000 --> 0:13:41.440
<v Speaker 1>of mindfulness and like a non attachment and seeking that

0:13:41.640 --> 0:13:44.480
<v Speaker 1>out and seeing that this is this is the way

0:13:44.520 --> 0:13:46.920
<v Speaker 1>to go through life and the sort of of mental

0:13:47.200 --> 0:13:50.360
<v Speaker 1>landscape to try to cultivate in your own mind. Oh well,

0:13:50.400 --> 0:13:53.160
<v Speaker 1>speaking of cultivating a sanctum in the mind. Uh. The

0:13:53.240 --> 0:13:55.800
<v Speaker 1>authors here, actually they include what I thought was a

0:13:55.840 --> 0:13:58.760
<v Speaker 1>kind of interesting quote from a different paper by a

0:13:58.800 --> 0:14:01.960
<v Speaker 1>couple of researchers and the C. D. Bryant and C. J. Forsyth,

0:14:02.000 --> 0:14:04.080
<v Speaker 1>And I'm not going to read the whole thing, but

0:14:04.200 --> 0:14:08.720
<v Speaker 1>they're speaking particularly about the place of fun in US culture.

0:14:09.320 --> 0:14:12.000
<v Speaker 1>And these other authors right quote the pursuit of fun

0:14:12.080 --> 0:14:15.160
<v Speaker 1>as a place of dominant centrality in our daily lives.

0:14:15.200 --> 0:14:19.280
<v Speaker 1>But fun seeking is not a compartmentalized area of our

0:14:19.320 --> 0:14:24.160
<v Speaker 1>cultural fabric. Rather, it is a constituent to almost every

0:14:24.240 --> 0:14:27.640
<v Speaker 1>aspect of our daily lives. Fun seeking is very much

0:14:27.720 --> 0:14:31.400
<v Speaker 1>integrated into our to our entire culture, in our daily

0:14:31.480 --> 0:14:36.240
<v Speaker 1>cycle of life, home, work, rest, maintenance, even sleep. Our

0:14:36.320 --> 0:14:40.000
<v Speaker 1>hedonistic quest has become a deified entity of its own,

0:14:40.360 --> 0:14:43.840
<v Speaker 1>the fun God, as it were. Uh. And elsewhere this

0:14:43.880 --> 0:14:46.720
<v Speaker 1>is phrased as the great God fun as kind of

0:14:46.720 --> 0:14:50.000
<v Speaker 1>like the great God pan um. But but I kind

0:14:50.000 --> 0:14:53.480
<v Speaker 1>of see what they're saying that, like, seeking fun is

0:14:53.520 --> 0:14:57.160
<v Speaker 1>not a separate activity to the other things we do

0:14:57.240 --> 0:14:59.720
<v Speaker 1>in our life, but rather seeking fun is sort of

0:14:59.760 --> 0:15:03.200
<v Speaker 1>in degraded as a part of all the other activities.

0:15:04.200 --> 0:15:07.520
<v Speaker 1>Now you could easily comment though in this case, especially

0:15:07.680 --> 0:15:12.000
<v Speaker 1>in the United States and many in many Western countries,

0:15:12.520 --> 0:15:17.240
<v Speaker 1>like to what extent is um is consumerism the dominant

0:15:17.240 --> 0:15:21.520
<v Speaker 1>way of life and the idea that things must be

0:15:21.560 --> 0:15:24.800
<v Speaker 1>purchased like so many of our purchases are made in

0:15:24.840 --> 0:15:27.640
<v Speaker 1>the name of fun. I mean, certainly, yes, not not

0:15:27.720 --> 0:15:30.800
<v Speaker 1>all of them is this. They're necessary purchases, the bills

0:15:30.840 --> 0:15:34.160
<v Speaker 1>to be paid, etcetera. But we if we have the

0:15:34.160 --> 0:15:36.000
<v Speaker 1>money to spend on fun, we tend to spend the

0:15:36.000 --> 0:15:38.640
<v Speaker 1>money on fun. Think about all of the attempts to

0:15:38.720 --> 0:15:41.240
<v Speaker 1>make you believe, I mean, whether or not these actually

0:15:41.280 --> 0:15:44.480
<v Speaker 1>work at least somebody's always trying to convince you that

0:15:44.600 --> 0:15:48.600
<v Speaker 1>shopping is fun, that work is fun, that education is fun.

0:15:49.120 --> 0:15:51.720
<v Speaker 1>It's it's fun to go to school, it's fun to sleep,

0:15:51.880 --> 0:15:55.040
<v Speaker 1>it's fun to work out, it's fun to eat your vegetables.

0:15:55.080 --> 0:15:57.600
<v Speaker 1>Like it's all supposed to be fun, at least according

0:15:57.640 --> 0:16:01.920
<v Speaker 1>to somebody. Yeah. Well, and to be fair, most of

0:16:01.920 --> 0:16:05.840
<v Speaker 1>these things can be fine but are not exclusively fun.

0:16:06.440 --> 0:16:09.200
<v Speaker 1>Um And some of these things are worth doing but

0:16:09.320 --> 0:16:12.120
<v Speaker 1>are not fun. Like well, one one example that came

0:16:12.200 --> 0:16:15.360
<v Speaker 1>up in the article. I noticed. The main study we're

0:16:15.360 --> 0:16:19.480
<v Speaker 1>going to discuss here is that is they brought up swimming. Um,

0:16:19.520 --> 0:16:21.680
<v Speaker 1>it's brought up kind of off handedly, as as just

0:16:21.720 --> 0:16:24.680
<v Speaker 1>a comment one might make or judge swimming is fun.

0:16:24.720 --> 0:16:26.800
<v Speaker 1>And then it's also brought up a little later a

0:16:26.800 --> 0:16:31.840
<v Speaker 1>little more specifically regarding like social context for swimming, which

0:16:31.880 --> 0:16:35.240
<v Speaker 1>which is interesting because on one hand, swimming with people

0:16:35.720 --> 0:16:39.080
<v Speaker 1>and enjoying a pool with people like, yes, I think

0:16:39.120 --> 0:16:41.200
<v Speaker 1>a lot more people might say that's fun. I would

0:16:41.200 --> 0:16:45.040
<v Speaker 1>say that's fun. But if it's like swimming laps for exercise,

0:16:45.520 --> 0:16:50.240
<v Speaker 1>which which I do most weekday mornings, I would never

0:16:50.280 --> 0:16:53.280
<v Speaker 1>classify that as fun. I do it. I think it's beneficial,

0:16:54.800 --> 0:16:57.440
<v Speaker 1>but I do not enjoy doing it in a way

0:16:57.440 --> 0:17:00.600
<v Speaker 1>that I would classify as fun. You know, is and

0:17:00.640 --> 0:17:03.280
<v Speaker 1>it's and it's nice to have done it, but then

0:17:03.320 --> 0:17:05.119
<v Speaker 1>it is not, but it's still not fun to have

0:17:05.240 --> 0:17:07.400
<v Speaker 1>done it, and I do not reflect on it as

0:17:07.440 --> 0:17:09.840
<v Speaker 1>having been a fun time. I think that's true, and

0:17:09.920 --> 0:17:12.280
<v Speaker 1>yet there are some people who do that and would

0:17:12.359 --> 0:17:16.280
<v Speaker 1>say it's fun. Yet again back to the interesting subjective variability,

0:17:16.600 --> 0:17:19.560
<v Speaker 1>and I think that may be related to certain types

0:17:19.600 --> 0:17:22.159
<v Speaker 1>of personality differences, even ones that you can sort of

0:17:22.160 --> 0:17:25.960
<v Speaker 1>measure on like a five factor personality model. Um, we'll

0:17:25.960 --> 0:17:27.879
<v Speaker 1>get more into that in a bit. To be clear too,

0:17:27.920 --> 0:17:30.399
<v Speaker 1>it probably depends on where you're swimming your laps. But

0:17:30.760 --> 0:17:33.840
<v Speaker 1>if it's just the same pool some in every day, um,

0:17:33.880 --> 0:17:35.960
<v Speaker 1>I don't know, the fun factor probably wears off a

0:17:35.960 --> 0:17:38.840
<v Speaker 1>little bit. Oh yeah, I mean novelty. Novelty is a

0:17:38.880 --> 0:17:40.640
<v Speaker 1>big part of all this will will probably come back

0:17:40.680 --> 0:17:42.760
<v Speaker 1>to that. Yeah, yeah, I would say, In fact, I

0:17:42.840 --> 0:17:45.960
<v Speaker 1>suspect novelty is especially an important part of fun for

0:17:46.040 --> 0:17:48.399
<v Speaker 1>you because Robert, I think you are probably a person

0:17:48.440 --> 0:17:52.600
<v Speaker 1>who is high in openness to experience generally. So yes, yes,

0:17:53.400 --> 0:17:55.320
<v Speaker 1>So the authors are talking about how, at the time

0:17:55.320 --> 0:17:58.439
<v Speaker 1>they published this paper, the fundamental nature of fun was

0:17:58.520 --> 0:18:01.719
<v Speaker 1>an understudied subject in psychology. Remember a thing. This came

0:18:01.720 --> 0:18:04.960
<v Speaker 1>out in two thousand and ten, and most studies involving

0:18:05.000 --> 0:18:07.760
<v Speaker 1>fun at the time. We're about using fun as a

0:18:07.880 --> 0:18:11.680
<v Speaker 1>motivation or outcome state in something like education or healthcare

0:18:11.720 --> 0:18:15.560
<v Speaker 1>in some other context, rather than asking the basic question

0:18:15.640 --> 0:18:19.359
<v Speaker 1>like what types of experiences are most often categorized as fun?

0:18:19.680 --> 0:18:21.600
<v Speaker 1>What does it feel like to have fun? How do

0:18:21.640 --> 0:18:26.080
<v Speaker 1>people describe it, what other you know life and personality factoris,

0:18:26.119 --> 0:18:29.280
<v Speaker 1>does it correlate with? And Just as a side note,

0:18:29.320 --> 0:18:31.800
<v Speaker 1>I wanted to point out that while this study provides

0:18:31.800 --> 0:18:34.359
<v Speaker 1>a lot of insights, sometimes the authors phrase things with

0:18:34.400 --> 0:18:38.520
<v Speaker 1>an almost hilariously square addiction. I was singling out a

0:18:38.560 --> 0:18:42.560
<v Speaker 1>sentence where they say, conceptualizing fund is not straightforward, in

0:18:42.640 --> 0:18:45.160
<v Speaker 1>part because of the number of synonyms for funds such

0:18:45.160 --> 0:18:49.520
<v Speaker 1>as amusement, enjoyment, and entertainment. And in addition, every generation

0:18:49.560 --> 0:18:52.320
<v Speaker 1>seems to produce its own synonyms for funds, such as

0:18:52.520 --> 0:18:57.720
<v Speaker 1>far out or cool. But but they are correct, of course.

0:18:57.760 --> 0:19:00.960
<v Speaker 1>I mean, I absolutely agree that fun is its own

0:19:01.000 --> 0:19:04.439
<v Speaker 1>psychological and social phenomenon, but it can be difficult to

0:19:04.440 --> 0:19:08.520
<v Speaker 1>study because of its significant but not exact overlap with

0:19:08.560 --> 0:19:13.480
<v Speaker 1>other concepts like amusement, like entertainment, etcetera. And another thing

0:19:13.520 --> 0:19:15.480
<v Speaker 1>they point out is that we use the concept of

0:19:15.520 --> 0:19:19.560
<v Speaker 1>fun in different sort of grammatically functional roles. Like fun

0:19:19.680 --> 0:19:23.520
<v Speaker 1>can be just an adjective that describes an activity you know,

0:19:23.600 --> 0:19:27.680
<v Speaker 1>like that game was fun, or it can be a

0:19:27.760 --> 0:19:31.040
<v Speaker 1>state you are in, like I am having fun. It

0:19:31.119 --> 0:19:34.760
<v Speaker 1>is describing something about your sort of mental state in

0:19:34.800 --> 0:19:37.800
<v Speaker 1>the moment or it can be like a trait of

0:19:37.840 --> 0:19:41.680
<v Speaker 1>an activity or even a person like he's a fun guy. Yeah,

0:19:41.720 --> 0:19:44.320
<v Speaker 1>like the the experience of it, like it's sometimes when

0:19:44.320 --> 0:19:46.399
<v Speaker 1>you're watching a movie, you may not be sure of

0:19:46.440 --> 0:19:48.879
<v Speaker 1>it is fun. Uh, and then you think back on

0:19:48.960 --> 0:19:51.560
<v Speaker 1>it and you have to decide, yes, it was fun.

0:19:52.440 --> 0:19:55.679
<v Speaker 1>It was fun. Ha ha, it was fun. Well, and

0:19:55.720 --> 0:19:57.439
<v Speaker 1>you know what, And in fact, I think that actually

0:19:57.480 --> 0:20:00.359
<v Speaker 1>does come down to some of the fun as a

0:20:00.440 --> 0:20:04.639
<v Speaker 1>trait of personalities, because you know people like this, right that,

0:20:04.800 --> 0:20:07.479
<v Speaker 1>Like you know certain people who they can take an

0:20:07.520 --> 0:20:11.199
<v Speaker 1>activity that would otherwise not be fun, and merely by

0:20:11.240 --> 0:20:15.520
<v Speaker 1>them participating in or reflecting on it, they make it fun.

0:20:16.600 --> 0:20:18.760
<v Speaker 1>That's a powerful kind of personality and a good friend

0:20:18.800 --> 0:20:22.760
<v Speaker 1>to have. Yeah, yeah, absolutely. Um. Likewise, though, you do

0:20:22.840 --> 0:20:26.520
<v Speaker 1>encounter people who, maybe especially in work environments, who maybe

0:20:26.520 --> 0:20:31.119
<v Speaker 1>how that they need to make it fun. Situations to

0:20:31.280 --> 0:20:35.200
<v Speaker 1>the person who um whoo, who not not only will

0:20:35.240 --> 0:20:37.960
<v Speaker 1>try to make it fun, must make it fun. Um.

0:20:38.040 --> 0:20:40.240
<v Speaker 1>And then of course you have the opposite, someone who

0:20:40.440 --> 0:20:43.680
<v Speaker 1>can take something that otherwise would be fun and make

0:20:43.680 --> 0:20:47.880
<v Speaker 1>it dull and depressing. Well, there go straight into one

0:20:47.920 --> 0:20:49.439
<v Speaker 1>of the next things they talked about, which is that

0:20:49.800 --> 0:20:53.360
<v Speaker 1>sometimes you can get inside on a slippery concept by

0:20:53.359 --> 0:20:56.560
<v Speaker 1>looking at its opposites. So if you say an activity

0:20:56.680 --> 0:20:59.880
<v Speaker 1>is fun, what what would be the most common descriptors

0:21:00.000 --> 0:21:03.760
<v Speaker 1>who describe the exact opposite type of experience. The authors

0:21:03.760 --> 0:21:08.400
<v Speaker 1>here suggest the the opposite descriptors would be tedious, boring,

0:21:08.680 --> 0:21:11.880
<v Speaker 1>or dull, which indicates to me that we often think

0:21:11.920 --> 0:21:15.280
<v Speaker 1>of fun as an activity that's stimulating. It's high engagement,

0:21:15.320 --> 0:21:18.920
<v Speaker 1>it easily holds our attention. And I think this is true.

0:21:19.119 --> 0:21:23.240
<v Speaker 1>But the semantic equation doesn't balance perfectly here, because it

0:21:23.320 --> 0:21:26.919
<v Speaker 1>does not follow that everything that is not tedious or

0:21:26.960 --> 0:21:31.159
<v Speaker 1>boring is fun. For example, being in danger is not

0:21:31.320 --> 0:21:34.000
<v Speaker 1>tedious or boring, but for most people it would not

0:21:34.040 --> 0:21:37.560
<v Speaker 1>be fun either, right right though? Of course, even there,

0:21:38.480 --> 0:21:40.280
<v Speaker 1>I mean it's good that you mentioned and not everyone,

0:21:40.320 --> 0:21:43.200
<v Speaker 1>because you see that creep to with adventure seeking, Like

0:21:43.480 --> 0:21:47.119
<v Speaker 1>some people's idea of fun and excitement is being is

0:21:47.200 --> 0:21:50.720
<v Speaker 1>jumping out of an airplane with a parachute. For other people,

0:21:50.800 --> 0:21:52.879
<v Speaker 1>that does not sound like a good time and not

0:21:53.080 --> 0:21:57.440
<v Speaker 1>something they are interested in doing for fun, exactly right. So,

0:21:57.960 --> 0:22:01.200
<v Speaker 1>based on all this so far, I think we very

0:22:01.240 --> 0:22:03.800
<v Speaker 1>often use the word fund to characterize activities that are

0:22:03.840 --> 0:22:06.600
<v Speaker 1>like UH, that are high on two different scales. One

0:22:06.680 --> 0:22:09.639
<v Speaker 1>is that they are stimulating, meaning they're the opposite of

0:22:09.640 --> 0:22:13.360
<v Speaker 1>boring they easily hold our attention, and the other is pleasant,

0:22:13.520 --> 0:22:17.120
<v Speaker 1>there's a positive valence rather than a negative one. UH

0:22:17.119 --> 0:22:19.480
<v Speaker 1>and I believe that these two things help get it

0:22:19.520 --> 0:22:21.800
<v Speaker 1>a lot of the concept of fund, but again still

0:22:21.840 --> 0:22:31.480
<v Speaker 1>not all of it than now. While the authors of

0:22:31.520 --> 0:22:34.240
<v Speaker 1>the study maintain that fun is not studied enough in

0:22:34.560 --> 0:22:36.760
<v Speaker 1>the psychological literature, at least not at the time this

0:22:36.800 --> 0:22:39.520
<v Speaker 1>paper was published, they linked to a couple of concepts

0:22:39.560 --> 0:22:44.120
<v Speaker 1>that have been studied and that have some strong features

0:22:44.119 --> 0:22:46.760
<v Speaker 1>in common with FUN, and one I thought this was

0:22:46.840 --> 0:22:52.240
<v Speaker 1>interesting is the idea of intrinsic motivation. Intrinsic motivation is

0:22:52.280 --> 0:22:56.000
<v Speaker 1>a concept in the psychology of motivation. So there are

0:22:56.040 --> 0:22:59.879
<v Speaker 1>tons of activities that we do because we're motivated by

0:23:00.080 --> 0:23:04.320
<v Speaker 1>desire to achieve some kind of consequence or outcome. For example,

0:23:04.800 --> 0:23:07.720
<v Speaker 1>when you cook dinner, you might cook dinner so that

0:23:07.800 --> 0:23:10.760
<v Speaker 1>you can eat or so that your family can eat.

0:23:11.440 --> 0:23:14.920
<v Speaker 1>So the food reward or the nurturing of family reward

0:23:15.240 --> 0:23:19.240
<v Speaker 1>is the desirable consequence that motivates you to cook. But

0:23:19.280 --> 0:23:22.760
<v Speaker 1>then again, some people might cook dinner literally just because

0:23:22.800 --> 0:23:26.040
<v Speaker 1>they enjoy the activity. They just like cooking, in which

0:23:26.080 --> 0:23:30.040
<v Speaker 1>case you would call this intrinsic motivation. Activities that we

0:23:30.119 --> 0:23:34.120
<v Speaker 1>do not because we're trying to achieve some consequence or outcome,

0:23:34.480 --> 0:23:37.800
<v Speaker 1>but because we just find the activity itself in some

0:23:37.920 --> 0:23:42.440
<v Speaker 1>sense rewarding. Now, I assume you're someone who generally finds

0:23:42.480 --> 0:23:46.439
<v Speaker 1>cooking enjoyable and fun. It depends for me. I mean,

0:23:46.480 --> 0:23:49.720
<v Speaker 1>I cook a lot, but it it's very much about

0:23:49.720 --> 0:23:53.080
<v Speaker 1>the context. If it's like a relaxed pace and I

0:23:53.119 --> 0:23:56.359
<v Speaker 1>can cook what I want and I'm not in a rush,

0:23:56.480 --> 0:23:59.040
<v Speaker 1>then yeah, it can be very pleasurable and fun. If

0:23:59.080 --> 0:24:01.600
<v Speaker 1>I'm like tire in a hurry and all that, it's

0:24:01.680 --> 0:24:04.239
<v Speaker 1>it's not so much fun anymore. Okay, all right, Well,

0:24:04.280 --> 0:24:06.320
<v Speaker 1>maybe I'm not too far off the mark on that.

0:24:06.520 --> 0:24:08.600
<v Speaker 1>And a lot of times I find myself having to

0:24:08.640 --> 0:24:12.560
<v Speaker 1>reflect on it, on the experience, and also after finally

0:24:12.560 --> 0:24:15.720
<v Speaker 1>getting to taste the food, and then if if, if

0:24:15.720 --> 0:24:17.679
<v Speaker 1>the food is turned out, okay, if people seem to

0:24:17.760 --> 0:24:19.919
<v Speaker 1>enjoy it, and I look back on the experience of

0:24:19.920 --> 0:24:22.880
<v Speaker 1>cooking and it wasn't too frustrating, that I might say well,

0:24:23.240 --> 0:24:25.200
<v Speaker 1>that was a fun recipe, and also it had me

0:24:25.280 --> 0:24:29.080
<v Speaker 1>do something a little different. I think if I'm making

0:24:29.160 --> 0:24:31.640
<v Speaker 1>some sort of food that I haven't made before, but

0:24:31.960 --> 0:24:35.160
<v Speaker 1>I'm also able to pull it off, then that's kind

0:24:35.160 --> 0:24:38.080
<v Speaker 1>of the sweet spot for for cooking being fun for me.

0:24:38.440 --> 0:24:41.320
<v Speaker 1>I mean, I would say most of the time when

0:24:41.320 --> 0:24:44.640
<v Speaker 1>people cook, it's more an extrinsic motivation. You know, we're

0:24:44.680 --> 0:24:47.240
<v Speaker 1>doing it so that food will be ready, so that

0:24:47.320 --> 0:24:49.119
<v Speaker 1>we can eat, or so that we and our family

0:24:49.160 --> 0:24:51.080
<v Speaker 1>can eat, or so that somebody can eat. There's a

0:24:51.160 --> 0:24:54.359
<v Speaker 1>there's a goal directed nous to the activity. You're not

0:24:54.520 --> 0:24:57.040
<v Speaker 1>just doing it for fun, right, So there may be

0:24:57.080 --> 0:25:00.840
<v Speaker 1>a little satisfying bits in there, like for some reason, Um,

0:25:00.880 --> 0:25:03.280
<v Speaker 1>not that I don't like the chopping of garlic. I

0:25:03.320 --> 0:25:05.800
<v Speaker 1>find this to be tedious because the garlic slices stick

0:25:05.840 --> 0:25:07.680
<v Speaker 1>to the knife and then you have to shake them off.

0:25:08.040 --> 0:25:12.000
<v Speaker 1>But the removal of all the uh, the the external

0:25:12.040 --> 0:25:16.080
<v Speaker 1>wrapping around the bulb of garlic, the paper, Yeah, well

0:25:16.160 --> 0:25:19.160
<v Speaker 1>that's the part I enjoy. Like getting it ready to slice,

0:25:19.320 --> 0:25:21.600
<v Speaker 1>where you make it into this just perfect white pearl,

0:25:23.080 --> 0:25:25.679
<v Speaker 1>Like that's that's satisfying. Oh, it's almost like a like

0:25:25.720 --> 0:25:29.240
<v Speaker 1>a Simian grooming instinct. It's like a popping a pimple

0:25:29.600 --> 0:25:32.840
<v Speaker 1>or picking a bug out of hair or something. Um,

0:25:32.880 --> 0:25:34.320
<v Speaker 1>I don't know. We're just kind of like it's the

0:25:34.359 --> 0:25:36.760
<v Speaker 1>cleaning of the thing, and then when you remove all

0:25:36.760 --> 0:25:39.640
<v Speaker 1>that wrapping, it's like it's so pristine and perfect. It's

0:25:39.680 --> 0:25:43.120
<v Speaker 1>like it's like finding a gym stone, uh and removing

0:25:43.160 --> 0:25:46.359
<v Speaker 1>the you know, the dirt from it and polishing it up.

0:25:46.359 --> 0:25:49.280
<v Speaker 1>I don't know, something something like that. It feels very

0:25:49.920 --> 0:25:52.719
<v Speaker 1>and it almost feels like a non food activity totally.

0:25:52.760 --> 0:25:55.040
<v Speaker 1>I get what you're saying. Okay, So, so there's some

0:25:55.280 --> 0:25:59.439
<v Speaker 1>mix of intrinsic and extrinsic motivation and in cooking probably

0:25:59.480 --> 0:26:02.440
<v Speaker 1>for most people, but it's I would say it's probably

0:26:02.480 --> 0:26:05.600
<v Speaker 1>most of the time more extrinsic. But so this intrinsic

0:26:05.640 --> 0:26:09.080
<v Speaker 1>motivation is things we do because we just we just

0:26:09.200 --> 0:26:11.639
<v Speaker 1>like them. There's something about it we just want to

0:26:11.680 --> 0:26:14.760
<v Speaker 1>do for its own sake. Now, this clearly has some

0:26:14.880 --> 0:26:18.720
<v Speaker 1>overlap with fun. Lots of things are intrinsically motivating because

0:26:18.800 --> 0:26:22.680
<v Speaker 1>they're fun. However, I can also think of lots of

0:26:22.760 --> 0:26:26.480
<v Speaker 1>intrinsically motivating activities that are not fun at all and

0:26:26.520 --> 0:26:29.920
<v Speaker 1>almost nobody would call them fun. A good example, I

0:26:29.920 --> 0:26:33.639
<v Speaker 1>would say, is scrolling social media or doom scrolling. I

0:26:33.680 --> 0:26:35.720
<v Speaker 1>don't think I do it, and I don't think most

0:26:35.760 --> 0:26:39.639
<v Speaker 1>people do it with the hope of achieving some consequence

0:26:39.720 --> 0:26:44.240
<v Speaker 1>or outcome. The motivation for the scrolling is contained within

0:26:44.320 --> 0:26:47.240
<v Speaker 1>the activity itself. You're doing it because it just feels

0:26:47.240 --> 0:26:49.640
<v Speaker 1>like something you should do, and yet it's not fun

0:26:49.680 --> 0:26:53.760
<v Speaker 1>at all. It's miserable. Yeah, I would agree. So wait, wait,

0:26:53.760 --> 0:26:59.040
<v Speaker 1>with a caveat unless you're just on a particular platform

0:26:59.119 --> 0:27:03.720
<v Speaker 1>and you've own got cute cat memes and animations and whatnot,

0:27:03.760 --> 0:27:07.359
<v Speaker 1>if you so calibrated so that you can ensure like

0:27:07.520 --> 0:27:11.680
<v Speaker 1>maximum fun per scroll, then then I guess that would

0:27:11.720 --> 0:27:15.120
<v Speaker 1>make sense. Right, You're you're not letting the full swamp

0:27:15.160 --> 0:27:17.240
<v Speaker 1>of misery get to you. Maybe if you're just like

0:27:17.280 --> 0:27:21.000
<v Speaker 1>focusing on one thing that is actually fun, then it's fun. Right.

0:27:21.040 --> 0:27:24.320
<v Speaker 1>But even that, as we'll discuss, that has its limits

0:27:24.320 --> 0:27:28.040
<v Speaker 1>to al right, So intrinsic motivation, there's some relationship to

0:27:28.080 --> 0:27:30.080
<v Speaker 1>the idea of fun, but it's not exactly the same

0:27:30.119 --> 0:27:34.199
<v Speaker 1>thing the other ideas the concept of happiness studied in

0:27:34.240 --> 0:27:38.280
<v Speaker 1>positive psychology. Clearly there is a relationship between happiness and fun.

0:27:38.480 --> 0:27:40.840
<v Speaker 1>In fact, well, as we'll get to in a minute.

0:27:40.840 --> 0:27:43.719
<v Speaker 1>When people in this survey were asked to describe an

0:27:43.760 --> 0:27:48.440
<v Speaker 1>experience that they considered fun, the single most common descriptor

0:27:48.600 --> 0:27:52.359
<v Speaker 1>that they later applied to that activity is the word happiness.

0:27:53.040 --> 0:27:55.600
<v Speaker 1>But it's clear that once again, happiness and fun are

0:27:55.640 --> 0:27:58.639
<v Speaker 1>not exactly the same thing. There are tons of situations

0:27:58.680 --> 0:28:01.280
<v Speaker 1>you can describe being happy, but you wouldn't call them fun.

0:28:01.760 --> 0:28:03.760
<v Speaker 1>You might just be, uh, I don't know, sitting around

0:28:03.800 --> 0:28:06.399
<v Speaker 1>doing nothing, and a lot of people might say, well,

0:28:06.400 --> 0:28:09.000
<v Speaker 1>I'm happy, but am I having fun? Not really? Fun

0:28:09.160 --> 0:28:12.480
<v Speaker 1>means probably something else to me. Happiness itself, of course,

0:28:12.560 --> 0:28:15.679
<v Speaker 1>is also difficult to define their multiple competing models of

0:28:15.720 --> 0:28:18.399
<v Speaker 1>it in the in the literature, UH, and so forth.

0:28:19.200 --> 0:28:21.879
<v Speaker 1>So this study in particular is trying to help shed

0:28:21.920 --> 0:28:25.800
<v Speaker 1>some light on the concept of fun. By first, it

0:28:25.920 --> 0:28:29.399
<v Speaker 1>used some qualitative methods like some focus groups and interviews

0:28:29.720 --> 0:28:32.320
<v Speaker 1>involving a whole bunch of undergrads in a in a

0:28:32.359 --> 0:28:37.000
<v Speaker 1>psychology lab to try to pull out some UH some models,

0:28:37.040 --> 0:28:41.000
<v Speaker 1>and design a questionnaire survey questionnaire UH to ask people

0:28:41.200 --> 0:28:44.760
<v Speaker 1>about fun, to ask what types of activities or experiences

0:28:44.840 --> 0:28:49.239
<v Speaker 1>do people most often describe as fun? How is the

0:28:49.280 --> 0:28:52.960
<v Speaker 1>experience of fun related to demographic factors like age, sex,

0:28:52.960 --> 0:28:55.800
<v Speaker 1>and social class, as well as related to how is

0:28:55.840 --> 0:29:00.320
<v Speaker 1>it related to education and personality as measured by the

0:29:00.480 --> 0:29:04.560
<v Speaker 1>five factor personality model. Also, how do people's attitudes towards

0:29:04.600 --> 0:29:07.720
<v Speaker 1>fund differ. Now we've got a weirdness alert on this

0:29:08.000 --> 0:29:11.120
<v Speaker 1>on the methodology here. Unfortunately, this is just often the

0:29:11.160 --> 0:29:14.240
<v Speaker 1>case with psychological studies, especially older ones. But it looks

0:29:14.280 --> 0:29:18.560
<v Speaker 1>like the majority of the participants in this study where

0:29:18.680 --> 0:29:21.880
<v Speaker 1>college students or recent college students in the UK. So,

0:29:21.920 --> 0:29:24.200
<v Speaker 1>as always, you got to hold that caveat in your head.

0:29:24.320 --> 0:29:27.160
<v Speaker 1>Results are limited and may or may not be different

0:29:27.280 --> 0:29:30.200
<v Speaker 1>if the same study were done in the more general public,

0:29:30.280 --> 0:29:32.920
<v Speaker 1>in the same country or in a different country or culture.

0:29:33.400 --> 0:29:35.440
<v Speaker 1>Now I'm not going to explain all of their findings,

0:29:35.520 --> 0:29:37.800
<v Speaker 1>but I wanted to highlight a couple of things that

0:29:37.840 --> 0:29:42.200
<v Speaker 1>seemed interesting. One is uh a part of their their

0:29:42.240 --> 0:29:46.360
<v Speaker 1>survey that was the fun situation. So they asked all

0:29:46.440 --> 0:29:50.320
<v Speaker 1>participants to think of a typical situation in their life

0:29:50.360 --> 0:29:53.120
<v Speaker 1>in which they were having fun, and then they were

0:29:53.120 --> 0:29:55.720
<v Speaker 1>asked to describe what was happening in that situation in

0:29:55.760 --> 0:29:58.080
<v Speaker 1>their own words and a few words, and then they

0:29:58.080 --> 0:30:00.560
<v Speaker 1>were given a list of forty two descript and asked

0:30:00.560 --> 0:30:03.880
<v Speaker 1>to circle the ones that would correctly describe the situation

0:30:03.960 --> 0:30:06.760
<v Speaker 1>they had in mind. Now, obviously I'm not going to

0:30:06.840 --> 0:30:08.680
<v Speaker 1>list all forty two of these, but I wanted to

0:30:08.680 --> 0:30:11.320
<v Speaker 1>note a few of the extremes, the descriptors that were

0:30:11.400 --> 0:30:14.880
<v Speaker 1>most often and least often matched with the situation people

0:30:14.880 --> 0:30:17.719
<v Speaker 1>were thinking of. At the top of the scale, you

0:30:17.800 --> 0:30:22.480
<v Speaker 1>had the word happy. That's seventy one eight percent of

0:30:22.520 --> 0:30:27.280
<v Speaker 1>fun situations we're happy, laughing was laughing applied to sixty

0:30:27.320 --> 0:30:31.920
<v Speaker 1>two point two percent of fun situations entertained at I'm

0:30:31.920 --> 0:30:35.240
<v Speaker 1>gonna round off the decimals here fifty two percent, stress

0:30:35.360 --> 0:30:39.560
<v Speaker 1>free at forty eight percent, excited at forty eight percent,

0:30:40.160 --> 0:30:46.200
<v Speaker 1>energetic attent, relaxed at forty seven percent, joyful at forty four,

0:30:46.400 --> 0:30:50.959
<v Speaker 1>joking at forty four, playful at forty three. And then

0:30:51.000 --> 0:30:53.120
<v Speaker 1>at the bottom of the scale the opposite end, you've

0:30:53.120 --> 0:30:58.800
<v Speaker 1>got vulnerable at four percent, fearful at five percent, nervous

0:30:58.840 --> 0:31:03.959
<v Speaker 1>at seven percent, lazy at eight percent, private at nine percent,

0:31:04.440 --> 0:31:09.080
<v Speaker 1>lustful at nine percent, sensual at nine percent, and surprised

0:31:09.240 --> 0:31:12.360
<v Speaker 1>at ten percent. Now, I think it's worth noting that

0:31:12.440 --> 0:31:16.800
<v Speaker 1>even the highest two percentages, the two ones, the two

0:31:16.960 --> 0:31:20.360
<v Speaker 1>that were the most common in fun situations, happy and laughing,

0:31:20.800 --> 0:31:25.200
<v Speaker 1>were only in the range. And even the lowest rated

0:31:25.240 --> 0:31:28.880
<v Speaker 1>descriptors there are still five to ten percent of situations

0:31:28.920 --> 0:31:32.520
<v Speaker 1>that they apply to. People usually would not describe being

0:31:32.640 --> 0:31:36.360
<v Speaker 1>vulnerable or fearful as as fun, but you know, roughly

0:31:36.400 --> 0:31:39.320
<v Speaker 1>five percent of people thought of a situation and that

0:31:39.480 --> 0:31:42.320
<v Speaker 1>was an accurate descriptor well, I mean it kind of

0:31:42.320 --> 0:31:46.240
<v Speaker 1>reminds me of movies. Uh, for instance, Jordan Peel's Nope

0:31:46.360 --> 0:31:49.600
<v Speaker 1>movie that came out last month or a couple of

0:31:49.600 --> 0:31:54.160
<v Speaker 1>months ago. I think I've probably felt vulnerable, fearful and nervous.

0:31:54.480 --> 0:31:58.280
<v Speaker 1>There were stretches of the movie. Um, but I like

0:31:58.400 --> 0:32:00.640
<v Speaker 1>the movie a lot. What I classify it is fun?

0:32:01.000 --> 0:32:04.320
<v Speaker 1>Probably not? Probably not, but you've brought it up. You've

0:32:04.320 --> 0:32:06.080
<v Speaker 1>brought it up a few times. I still haven't seen it.

0:32:06.080 --> 0:32:08.160
<v Speaker 1>I feel like I'm behind the curve. But some people

0:32:08.240 --> 0:32:09.920
<v Speaker 1>might very well say it was it was fun, and

0:32:09.920 --> 0:32:12.040
<v Speaker 1>I wouldn't think ill of them for saying that's a

0:32:12.080 --> 0:32:14.400
<v Speaker 1>fun movie. I wouldn't even really second guess it or

0:32:14.480 --> 0:32:16.600
<v Speaker 1>feel like I needed to like jump in and be like, no,

0:32:17.040 --> 0:32:19.680
<v Speaker 1>not a fun movie, and let me explain why now.

0:32:19.760 --> 0:32:22.920
<v Speaker 1>In this study, based on their research, the authors tried

0:32:22.960 --> 0:32:27.640
<v Speaker 1>to extract some major categories or types of fun found

0:32:27.680 --> 0:32:30.719
<v Speaker 1>throughout the activities being described, and they ended up with

0:32:30.840 --> 0:32:34.440
<v Speaker 1>five factors here. These are not mutually exclusive, so a

0:32:34.480 --> 0:32:37.960
<v Speaker 1>fun activity could involve one or more of these factors

0:32:38.000 --> 0:32:40.640
<v Speaker 1>at the same time, but they seem to be the

0:32:40.720 --> 0:32:44.080
<v Speaker 1>five big ones. And I'm not sure I think in

0:32:44.120 --> 0:32:48.000
<v Speaker 1>every case they've picked the best terminology for for titling

0:32:48.080 --> 0:32:51.400
<v Speaker 1>these types of activities and their linked descriptors. But once

0:32:51.440 --> 0:32:54.080
<v Speaker 1>I read the descriptions, I think these five really do

0:32:54.200 --> 0:32:59.880
<v Speaker 1>make a lot of sense, and they are sociability, contentment, achievement, sensual,

0:33:00.240 --> 0:33:04.880
<v Speaker 1>and ecstatic. Now I'll describe each one briefly. Sociability is

0:33:04.960 --> 0:33:10.120
<v Speaker 1>activities involving talking, laughing, joking, going out to social functions,

0:33:10.360 --> 0:33:13.320
<v Speaker 1>and otherwise engaging with friends. This seems to be a

0:33:13.440 --> 0:33:17.400
<v Speaker 1>very uh other people oriented type of fun. A major

0:33:17.440 --> 0:33:21.120
<v Speaker 1>emphasis seems to be on relationships with others and doing

0:33:21.160 --> 0:33:24.920
<v Speaker 1>things with others, especially doing things with others that involve talking.

0:33:25.320 --> 0:33:29.440
<v Speaker 1>That's one. Number Two is contentment. This is activities that

0:33:29.520 --> 0:33:35.479
<v Speaker 1>are often described as quote peaceful, warm, relaxed, loving, caring

0:33:36.360 --> 0:33:39.000
<v Speaker 1>uh And these can be with others or alone, but

0:33:39.040 --> 0:33:42.520
<v Speaker 1>the emphasis really seems to be on peace and relaxation

0:33:43.000 --> 0:33:48.600
<v Speaker 1>activity scoring high in this nexus, we're gardening, relaxing at home, swimming,

0:33:48.960 --> 0:33:51.800
<v Speaker 1>going to the beach, or going to a favorite cafe.

0:33:52.440 --> 0:33:54.840
<v Speaker 1>So this seems to be like a very uh an

0:33:54.880 --> 0:33:58.400
<v Speaker 1>idea of fun based on cultivating and experience of sort

0:33:58.440 --> 0:34:02.880
<v Speaker 1>of gentleness and low stress. Third factor, this one they

0:34:02.920 --> 0:34:06.200
<v Speaker 1>call achievement. I don't know if achievement is the best

0:34:06.320 --> 0:34:10.120
<v Speaker 1>term for this, but this type of activity involves states

0:34:10.200 --> 0:34:16.000
<v Speaker 1>described as quote focused, challenged, accomplished, absorbed, and engrossed, and

0:34:16.080 --> 0:34:20.680
<v Speaker 1>contains some sense of a flow state. Uh. Now, when

0:34:20.680 --> 0:34:22.760
<v Speaker 1>I read that, that makes sense. I think this category

0:34:22.800 --> 0:34:29.720
<v Speaker 1>involves games, sports, engrossing or creative work performances and so forth.

0:34:29.760 --> 0:34:32.719
<v Speaker 1>So I think this grouping of activities is really sort

0:34:32.719 --> 0:34:37.080
<v Speaker 1>of about total engagement of your attention and abilities in

0:34:37.120 --> 0:34:41.600
<v Speaker 1>a challenging and intrinsically rewarding pursuit. So this might include

0:34:41.600 --> 0:34:45.600
<v Speaker 1>everything from playing basketball to playing a musical instrument or

0:34:46.600 --> 0:34:50.680
<v Speaker 1>or doing creative writing or some other creative work. Doing

0:34:50.719 --> 0:34:56.600
<v Speaker 1>deeply engrossing research, a sort of total attention encapsulating pursuit.

0:34:57.080 --> 0:35:00.200
<v Speaker 1>This is also where I would classify my experience. It's

0:35:00.200 --> 0:35:02.480
<v Speaker 1>a swimming laps at the y like this is just

0:35:02.560 --> 0:35:06.680
<v Speaker 1>it's it's it's just about about focusing entirely on what

0:35:06.719 --> 0:35:10.880
<v Speaker 1>I'm doing, uh, and spending my whole headspace and also

0:35:11.000 --> 0:35:13.880
<v Speaker 1>my all of my physical energy in this one practice

0:35:14.200 --> 0:35:16.520
<v Speaker 1>and getting it done. But like I said, swimming with

0:35:16.520 --> 0:35:19.360
<v Speaker 1>the friends, I can see that definitely lines up with sociability,

0:35:19.520 --> 0:35:23.759
<v Speaker 1>and say swimming and a relaxing and beautiful I don't know,

0:35:24.560 --> 0:35:29.120
<v Speaker 1>mountain spa environment that would definitely line up with contentment.

0:35:29.560 --> 0:35:31.960
<v Speaker 1>So it's gonna come come down a lot to not

0:35:32.040 --> 0:35:33.719
<v Speaker 1>only you know who you are, but where are you

0:35:33.760 --> 0:35:36.960
<v Speaker 1>doing this? What are the what's the environment? And what

0:35:37.000 --> 0:35:38.839
<v Speaker 1>are there Are there other people around and are you

0:35:38.920 --> 0:35:40.879
<v Speaker 1>communing with them? I mean there are other people around

0:35:40.920 --> 0:35:43.360
<v Speaker 1>when I'm swimming at the y, but everyone and everyone's

0:35:43.440 --> 0:35:46.279
<v Speaker 1>literally in their own lane doing their own thing. Is

0:35:46.360 --> 0:35:49.560
<v Speaker 1>not a very social experience. You're not chatting while you're

0:35:49.600 --> 0:35:52.080
<v Speaker 1>while you're doing the laps. Well, occasionally I chat a

0:35:52.120 --> 0:35:53.759
<v Speaker 1>little bit with with someone that I see there all

0:35:53.800 --> 0:35:56.160
<v Speaker 1>the time. We'll say, exchange some pleasant he said, there's

0:35:56.160 --> 0:35:57.439
<v Speaker 1>a little of it. I want to make it sound

0:35:57.600 --> 0:36:02.879
<v Speaker 1>totally grind. Okay, two more categories. One is sensual. This

0:36:02.920 --> 0:36:07.360
<v Speaker 1>would tend to include sensory experiences, fun sensory experiences involving

0:36:07.400 --> 0:36:11.280
<v Speaker 1>stimulation of the senses, but also romantic love. This seems

0:36:11.320 --> 0:36:13.680
<v Speaker 1>to include sex and romance as well as things like

0:36:13.840 --> 0:36:17.680
<v Speaker 1>good food and good company. So the spa swim could

0:36:17.680 --> 0:36:20.839
<v Speaker 1>also line up here. You know, you're surrounded by beautiful surroundings,

0:36:20.840 --> 0:36:23.640
<v Speaker 1>their flowers, maybe you're there with the romantic partner, that

0:36:23.719 --> 0:36:26.640
<v Speaker 1>sort of thing. Sure, and then you got the fifth category,

0:36:26.760 --> 0:36:29.920
<v Speaker 1>This is ecstatic. These are activities I thought this one

0:36:30.000 --> 0:36:33.360
<v Speaker 1>was really interesting, things that put you in a heightened

0:36:33.480 --> 0:36:39.400
<v Speaker 1>state of positive excitement or euphoria. Commonly referenced activities in

0:36:39.400 --> 0:36:44.879
<v Speaker 1>this category include partying, going out, dancing at nightclubs, going

0:36:44.920 --> 0:36:48.319
<v Speaker 1>to concerts, going to raves. I think very focused on

0:36:48.360 --> 0:36:51.520
<v Speaker 1>like dancing and music especially, but also just sort of

0:36:51.560 --> 0:36:56.239
<v Speaker 1>like partying and clubbing, getting yourself into, often with others,

0:36:56.120 --> 0:37:00.320
<v Speaker 1>a heightened state of excitement. Now, as I mentioned earlier,

0:37:00.320 --> 0:37:02.920
<v Speaker 1>one thing the study makes extremely clear is that while

0:37:02.960 --> 0:37:06.959
<v Speaker 1>there are some pretty common features to activities, described as fun.

0:37:07.480 --> 0:37:09.880
<v Speaker 1>It is wrong to assume you can make something fun

0:37:10.040 --> 0:37:14.000
<v Speaker 1>for everyone. People just have different ideas about fun, and

0:37:14.120 --> 0:37:18.120
<v Speaker 1>these are often correlated to things like personality differences. So

0:37:18.400 --> 0:37:21.560
<v Speaker 1>for a few examples of correlations between types of fun

0:37:22.000 --> 0:37:25.120
<v Speaker 1>that are more often reported in demographic factors as well

0:37:25.160 --> 0:37:30.040
<v Speaker 1>as personality factors, the authors found quote, overall, women reported

0:37:30.120 --> 0:37:35.480
<v Speaker 1>more fun situations involving sociability and contentment and less with achievement,

0:37:35.800 --> 0:37:40.239
<v Speaker 1>and older respondents reported more fun involving contentment and achievement

0:37:40.600 --> 0:37:45.600
<v Speaker 1>and less sociability, sensual or ecstatic fun. So you this

0:37:45.680 --> 0:37:48.080
<v Speaker 1>may explain why you don't often see very old people

0:37:48.080 --> 0:37:50.800
<v Speaker 1>at raves. I don't know. Rave music is getting getting

0:37:50.880 --> 0:37:53.279
<v Speaker 1>kind of old now, so maybe you do see a

0:37:53.280 --> 0:37:55.600
<v Speaker 1>lot of a lot of older people at it raves.

0:37:55.640 --> 0:37:58.680
<v Speaker 1>But then they also list personality factors, and here they

0:37:58.719 --> 0:38:02.680
<v Speaker 1>they reference the Big five personality model. This is where

0:38:02.760 --> 0:38:07.800
<v Speaker 1>personalities are charted along five dimensions. You've got extraversion, neuroticism,

0:38:07.840 --> 0:38:12.920
<v Speaker 1>openness to experience, agreeableness, and conscientiousness. Uh. And the the

0:38:12.960 --> 0:38:16.480
<v Speaker 1>authors here say they found quote extra version was associated

0:38:16.480 --> 0:38:20.239
<v Speaker 1>with sociability and ecstatic fund. Okay, that seems uh what

0:38:20.360 --> 0:38:23.920
<v Speaker 1>you might expect right, Extroverts tend to be more focused

0:38:23.960 --> 0:38:27.240
<v Speaker 1>on fund that involves getting together with other people, socializing

0:38:27.560 --> 0:38:30.160
<v Speaker 1>and having sort of I don't know, like going clubbing

0:38:30.239 --> 0:38:33.440
<v Speaker 1>or going partying or something. Uh. They found to pick

0:38:33.520 --> 0:38:36.520
<v Speaker 1>up with the quote again. They found agreeableness with more

0:38:36.600 --> 0:38:41.360
<v Speaker 1>fun involving sociability and less that was sensual, and openness

0:38:41.400 --> 0:38:46.239
<v Speaker 1>to experience with more fun involving achievement. Uh So, I

0:38:46.280 --> 0:38:49.000
<v Speaker 1>found that last one kind of interesting. That uh that

0:38:49.200 --> 0:38:53.440
<v Speaker 1>openness to experience tends to be associated with the personalities

0:38:53.440 --> 0:38:58.480
<v Speaker 1>that like novelty as opposed to familiarity. Um and uh so,

0:38:58.760 --> 0:39:01.680
<v Speaker 1>apparently openness to ex sperience is correlated with that that

0:39:01.760 --> 0:39:05.120
<v Speaker 1>category that is, like these really focused activities that might

0:39:05.160 --> 0:39:08.760
<v Speaker 1>involve everything from like sports to playing a musical instrument

0:39:08.920 --> 0:39:12.440
<v Speaker 1>to uh, you know, being absorbed in the task. You know,

0:39:12.560 --> 0:39:14.520
<v Speaker 1>this is all interesting to think of in terms of

0:39:14.719 --> 0:39:18.120
<v Speaker 1>the beach. When one goes to the beach. You know,

0:39:18.160 --> 0:39:20.480
<v Speaker 1>we all have our own things that we're into. But

0:39:20.600 --> 0:39:22.560
<v Speaker 1>you you also, if you go to a beach that

0:39:22.640 --> 0:39:25.960
<v Speaker 1>is in your number of people there with you, uh

0:39:26.000 --> 0:39:28.920
<v Speaker 1>you know, strangers and other families, etcetera, you do get

0:39:28.920 --> 0:39:31.319
<v Speaker 1>to see all these different levels of engagement, all these

0:39:31.320 --> 0:39:36.759
<v Speaker 1>different personality types, perhaps engaging with the environment that's provided there.

0:39:36.800 --> 0:39:38.960
<v Speaker 1>You know, for some people, this is where you just

0:39:39.160 --> 0:39:41.040
<v Speaker 1>you sit on the beach and you read, you stare

0:39:41.080 --> 0:39:43.960
<v Speaker 1>off into the middle distance. Maybe you go for a walk. Uh,

0:39:44.000 --> 0:39:46.760
<v Speaker 1>maybe you go for a run. Maybe it's about building

0:39:46.760 --> 0:39:51.560
<v Speaker 1>a sandcastle. Maybe it's about playing volleyball against a rival team.

0:39:51.560 --> 0:39:54.480
<v Speaker 1>Maybe it's about keeping your distance from other people. Maybe

0:39:54.520 --> 0:39:57.200
<v Speaker 1>it's about meeting other people. You know, it gets it's

0:39:57.360 --> 0:40:00.040
<v Speaker 1>an environment where you see all these different types of

0:40:00.040 --> 0:40:04.879
<v Speaker 1>fun being had with some overlap but not not necessarily

0:40:04.960 --> 0:40:07.880
<v Speaker 1>overlap between them. Well, and I think that actually is

0:40:07.920 --> 0:40:11.760
<v Speaker 1>a good point that, Yeah, activities that really are quote

0:40:11.800 --> 0:40:15.440
<v Speaker 1>fun for the whole family are those that allow different

0:40:15.440 --> 0:40:18.719
<v Speaker 1>people to do different things within them. You know, so

0:40:18.800 --> 0:40:21.320
<v Speaker 1>like different members of the family are gonna have different

0:40:21.360 --> 0:40:24.600
<v Speaker 1>ideas of what's fun. Things that succeed in pleasing all

0:40:24.640 --> 0:40:27.480
<v Speaker 1>of them usually succeed by allowing them to focus on

0:40:27.560 --> 0:40:30.880
<v Speaker 1>different things. I can't imagine how a ten cent copy

0:40:30.920 --> 0:40:34.799
<v Speaker 1>of Mickey Mouse magazine, though from whatever decade this was

0:40:35.880 --> 0:40:40.640
<v Speaker 1>some I'm guessing NID or early twentieth century, can't imagine

0:40:40.640 --> 0:40:44.120
<v Speaker 1>how this had true fun for the whole family. Maybe

0:40:44.120 --> 0:40:46.000
<v Speaker 1>it did. I can only judge it by its cover,

0:40:46.080 --> 0:40:48.719
<v Speaker 1>which I've been told not to do, so I don't know.

0:40:49.360 --> 0:40:58.360
<v Speaker 1>Maybe i'd be surprised than now. Now. I haven't covered

0:40:58.360 --> 0:41:00.640
<v Speaker 1>everything that's in this study. I think there's more to

0:41:00.680 --> 0:41:03.160
<v Speaker 1>say about it. I may come back to it in

0:41:03.239 --> 0:41:06.319
<v Speaker 1>a subsequent part of this series, but for the sake

0:41:06.360 --> 0:41:08.239
<v Speaker 1>of time in this episode, I think I want to

0:41:08.280 --> 0:41:11.560
<v Speaker 1>move on, uh to to address a question that I

0:41:11.600 --> 0:41:14.960
<v Speaker 1>know you were interested in, Rob, because I I think

0:41:15.000 --> 0:41:18.359
<v Speaker 1>that this is a core question within the subject of fun.

0:41:18.920 --> 0:41:22.839
<v Speaker 1>What makes a game fun? You know, we have all

0:41:22.920 --> 0:41:27.080
<v Speaker 1>played various games, games of various types, sports board games,

0:41:27.200 --> 0:41:30.480
<v Speaker 1>video games, party games, and it's pretty clear that, well,

0:41:30.520 --> 0:41:33.560
<v Speaker 1>of course, everybody's going to have different preferences, there are

0:41:33.640 --> 0:41:37.760
<v Speaker 1>some that just overall are way more fun than others.

0:41:37.880 --> 0:41:40.759
<v Speaker 1>Aside from all the you know, the external factors that

0:41:40.760 --> 0:41:43.400
<v Speaker 1>that do make a difference, such as when, where, and

0:41:43.480 --> 0:41:46.560
<v Speaker 1>how and with whom a game is played. I was wondering,

0:41:46.680 --> 0:41:49.840
<v Speaker 1>what are the factors intrinsic to the design of a

0:41:49.920 --> 0:41:54.120
<v Speaker 1>game itself that make it more or less fun? Yeah,

0:41:54.160 --> 0:41:56.880
<v Speaker 1>this is a great, great question. Um, it can be

0:41:56.960 --> 0:41:59.319
<v Speaker 1>kind of a maddening question as well. It reminds me

0:41:59.400 --> 0:42:03.360
<v Speaker 1>of of my experience with jigsaw puzzles. For example, jigsaw

0:42:03.400 --> 0:42:07.040
<v Speaker 1>puzzles are something I'll admit or are addictive. I like

0:42:07.120 --> 0:42:10.040
<v Speaker 1>the social aspect of people working together on solving a

0:42:10.120 --> 0:42:14.319
<v Speaker 1>jigsaw puzzle. I like the rewarding experience of finishing that

0:42:14.400 --> 0:42:17.080
<v Speaker 1>jigsaw puzzle, especially some of these these newer ones that

0:42:17.160 --> 0:42:20.439
<v Speaker 1>have like special hidden sections and all sorts of neat

0:42:20.480 --> 0:42:23.319
<v Speaker 1>bills and whistles. They've really come a long way. Uh

0:42:23.320 --> 0:42:25.920
<v Speaker 1>And of course just nothing else, finally getting to see

0:42:26.239 --> 0:42:29.640
<v Speaker 1>the fruits of your labor. That that cool image I'll

0:42:29.800 --> 0:42:33.680
<v Speaker 1>laid out there on the kitchen table. But uh I

0:42:33.719 --> 0:42:37.720
<v Speaker 1>would I would never classify putting a jigsaw puzzle together

0:42:37.880 --> 0:42:41.600
<v Speaker 1>as fun um, and yet I'll continue to do it.

0:42:42.120 --> 0:42:44.680
<v Speaker 1>I'm not gonna I'm not gonna avoid putting together jugs

0:42:44.760 --> 0:42:47.040
<v Speaker 1>jigsaw puzzles. And if someone has a cool and I'm

0:42:47.080 --> 0:42:50.320
<v Speaker 1>I'm I'm all in. Uh So, there's something about and

0:42:50.520 --> 0:42:54.120
<v Speaker 1>a jigsaw puzzle isn't quite a game, but it lines

0:42:54.200 --> 0:42:57.040
<v Speaker 1>up with some of the things that games are. Uh So,

0:42:57.480 --> 0:43:01.080
<v Speaker 1>if something like a jigsaw puzzle can be addictive and rewarding,

0:43:01.160 --> 0:43:04.360
<v Speaker 1>and social but also not fun. Then what does that

0:43:04.440 --> 0:43:07.239
<v Speaker 1>tell me about about game design? What does that tell

0:43:07.239 --> 0:43:10.160
<v Speaker 1>me about the prospect of finding than a game that

0:43:10.320 --> 0:43:14.600
<v Speaker 1>will be truly fun for the whole family, Because that's

0:43:14.600 --> 0:43:16.600
<v Speaker 1>something I do think about a lot now, and I'm

0:43:17.000 --> 0:43:21.200
<v Speaker 1>act actively seeking out games that uh that my wife

0:43:21.239 --> 0:43:23.560
<v Speaker 1>and I and our son can play together, the three

0:43:23.560 --> 0:43:27.239
<v Speaker 1>of us, and everyone can agree that we're having fun

0:43:27.280 --> 0:43:29.360
<v Speaker 1>when we do it. Because I know that I was

0:43:29.440 --> 0:43:31.080
<v Speaker 1>left of my own devices, I would tend to go

0:43:31.120 --> 0:43:33.319
<v Speaker 1>for maybe a more complex game, maybe something a little

0:43:33.320 --> 0:43:36.080
<v Speaker 1>more strategic. My wife would tend to go for something

0:43:36.080 --> 0:43:40.160
<v Speaker 1>more casual. And my son, being ten, he's more He's

0:43:40.200 --> 0:43:42.520
<v Speaker 1>into games that are going to cater to his sense

0:43:42.560 --> 0:43:46.120
<v Speaker 1>of imagination. It's going to have some level of strategy

0:43:46.160 --> 0:43:48.799
<v Speaker 1>to it. But also I think it really helps if

0:43:48.800 --> 0:43:51.520
<v Speaker 1>it's something he feels like he can win, and certainly

0:43:51.560 --> 0:43:55.040
<v Speaker 1>if he can win at it um, which which is

0:43:55.080 --> 0:43:57.560
<v Speaker 1>interesting especially given something I'm gonna bring up here in

0:43:57.600 --> 0:44:02.759
<v Speaker 1>a bit um, so you know, there, I'm going to

0:44:02.880 --> 0:44:05.200
<v Speaker 1>lean more towards the game where I have to really

0:44:05.239 --> 0:44:08.160
<v Speaker 1>think and take my time about each turn. They're both

0:44:08.200 --> 0:44:10.920
<v Speaker 1>more into some of these action based games like spot

0:44:10.920 --> 0:44:14.960
<v Speaker 1>It or Taco Cat Go Cheese Pizza, which which that

0:44:15.200 --> 0:44:17.760
<v Speaker 1>is certainly a game that I find more stressful than anything.

0:44:17.800 --> 0:44:20.120
<v Speaker 1>If you played this one, Joe, no, I haven't. There's

0:44:20.120 --> 0:44:21.760
<v Speaker 1>a lot of I mean, it's it's not that different

0:44:21.800 --> 0:44:23.320
<v Speaker 1>from a lot of card games where there is a

0:44:23.320 --> 0:44:26.600
<v Speaker 1>certain amount of like slapping the table or slapping cards

0:44:26.960 --> 0:44:29.440
<v Speaker 1>and you have to be on your feet. I like

0:44:29.520 --> 0:44:31.720
<v Speaker 1>games where you have some some time to really breathe

0:44:31.760 --> 0:44:34.600
<v Speaker 1>it all in and decide on what your next move

0:44:34.719 --> 0:44:37.040
<v Speaker 1>is going to be. I even like my video games

0:44:37.080 --> 0:44:39.319
<v Speaker 1>like that give me a nice turn based game, let

0:44:39.320 --> 0:44:41.680
<v Speaker 1>me take my time. I also appreciate as far as

0:44:41.680 --> 0:44:44.160
<v Speaker 1>like card games and board games go, I really appreciate

0:44:44.239 --> 0:44:46.080
<v Speaker 1>if it's not something I have where I have to

0:44:46.120 --> 0:44:48.960
<v Speaker 1>be on my toes when it's not my turn. So

0:44:49.360 --> 0:44:51.920
<v Speaker 1>as an aside, if anyone has any good recommendations for us,

0:44:52.400 --> 0:44:55.400
<v Speaker 1>let let me know. But I will say that games

0:44:55.400 --> 0:44:59.360
<v Speaker 1>like Katan Dominion these are these are good balances for everyone.

0:44:59.400 --> 0:45:02.920
<v Speaker 1>We've found know. These are games that that that are sociable,

0:45:03.320 --> 0:45:06.279
<v Speaker 1>but they also have room for you know your own

0:45:06.320 --> 0:45:09.719
<v Speaker 1>personal strategy and uh and at the same time, they

0:45:09.719 --> 0:45:12.440
<v Speaker 1>are also games that a ten year old can definitely

0:45:12.480 --> 0:45:15.680
<v Speaker 1>win at now. I thought we might come back, at

0:45:15.719 --> 0:45:18.160
<v Speaker 1>least briefly to a previous episode of stuff to blow

0:45:18.160 --> 0:45:20.440
<v Speaker 1>your mind for this next bit, because I think it's

0:45:20.440 --> 0:45:23.120
<v Speaker 1>important to remember that a board game or a card game,

0:45:23.600 --> 0:45:25.919
<v Speaker 1>but basically any sort of game we might be thinking

0:45:25.960 --> 0:45:30.560
<v Speaker 1>about in this context of fun is a finite game

0:45:30.880 --> 0:45:33.719
<v Speaker 1>as opposed to an infinite game. And I thought we

0:45:33.800 --> 0:45:35.600
<v Speaker 1>might just review a little bit about that from our

0:45:35.600 --> 0:45:39.600
<v Speaker 1>previous episode on finite and infinite games. Oh yeah, it

0:45:39.719 --> 0:45:43.480
<v Speaker 1>was a book by James peak Cars that. Man, it's

0:45:43.480 --> 0:45:45.240
<v Speaker 1>been a while since we did that episode. I thinks

0:45:46.400 --> 0:45:48.839
<v Speaker 1>like three or four years now probably. Oh yeah, yeah,

0:45:48.840 --> 0:45:52.000
<v Speaker 1>it's been that long for sure, but a really interesting

0:45:52.719 --> 0:45:55.399
<v Speaker 1>book that applies to a lot of things in life,

0:45:55.440 --> 0:45:58.640
<v Speaker 1>not just literal games, though it does apply to literal games,

0:45:58.680 --> 0:46:02.239
<v Speaker 1>but uh, the basic idea of the metaphor being that

0:46:02.400 --> 0:46:06.200
<v Speaker 1>finite games are games that, um that are bounded in

0:46:06.239 --> 0:46:08.880
<v Speaker 1>some way like they have they have fixed rules and

0:46:08.960 --> 0:46:11.680
<v Speaker 1>a win condition and you know when they're over, and

0:46:11.719 --> 0:46:14.880
<v Speaker 1>the goal of a finite game is to win, whereas

0:46:15.000 --> 0:46:19.319
<v Speaker 1>infinite games are games without fixed rules or boundaries or

0:46:19.440 --> 0:46:22.000
<v Speaker 1>win condition, and the purpose of the game is to

0:46:22.080 --> 0:46:25.480
<v Speaker 1>keep the game going. Yeah yeah, and also had that

0:46:25.600 --> 0:46:29.319
<v Speaker 1>a finite game is voluntary, you're only playing it if

0:46:29.320 --> 0:46:33.520
<v Speaker 1>you want to, and there are temporal boundaries as well,

0:46:33.920 --> 0:46:35.520
<v Speaker 1>like it's going, it's gonna have a beginning and it's

0:46:35.520 --> 0:46:38.839
<v Speaker 1>gonna have an end, whereas infinite games, yeah, you're just

0:46:39.200 --> 0:46:43.279
<v Speaker 1>are you alive while you're playing it? Congratulations? And when

0:46:43.320 --> 0:46:46.040
<v Speaker 1>does it end? It never ends? When did it begin? Well,

0:46:45.840 --> 0:46:47.960
<v Speaker 1>we might look to the history books, but maybe that's

0:46:47.960 --> 0:46:50.840
<v Speaker 1>hard to nail down as well. So infinite games you

0:46:50.880 --> 0:46:53.560
<v Speaker 1>get into areas I mean, ultimately I would recommend go

0:46:53.640 --> 0:46:55.799
<v Speaker 1>back and listen to that episode or certainly reading this book,

0:46:55.840 --> 0:46:58.279
<v Speaker 1>but uh yeah, you get into large areas of live

0:46:58.360 --> 0:47:02.080
<v Speaker 1>like politics and wicked problems and so forth. But the

0:47:02.120 --> 0:47:06.040
<v Speaker 1>fine I think the finite nature of many games, board games,

0:47:06.040 --> 0:47:09.359
<v Speaker 1>card games, video games as well is that is that

0:47:09.400 --> 0:47:11.880
<v Speaker 1>they are the world made small. So a game like

0:47:12.000 --> 0:47:15.560
<v Speaker 1>Settlers of Catan is about trade and economics, but it

0:47:15.719 --> 0:47:19.560
<v Speaker 1>is trade and economics condensed into a form that everyone

0:47:19.600 --> 0:47:25.160
<v Speaker 1>can grasp, compete, and excel at within a set time limit. Um,

0:47:25.320 --> 0:47:29.400
<v Speaker 1>While you cannot say the same thing for economics as

0:47:29.440 --> 0:47:33.440
<v Speaker 1>a whole, for global trade, etcetera. Likewise, I'm a big

0:47:33.520 --> 0:47:36.239
<v Speaker 1>fan of miniature war games, at least when they're you know,

0:47:36.280 --> 0:47:39.920
<v Speaker 1>firmly based in fantasy or science fiction, which like a

0:47:39.920 --> 0:47:42.440
<v Speaker 1>lot of a lot like a lot of combat related games,

0:47:42.440 --> 0:47:46.480
<v Speaker 1>they're a simplification of struggle and strategy. I guess fighting

0:47:46.520 --> 0:47:49.439
<v Speaker 1>games of video games and so forth can also fall

0:47:49.480 --> 0:47:52.000
<v Speaker 1>into this category as well. And I think they are

0:47:52.040 --> 0:47:54.240
<v Speaker 1>once again, you know, they are the world made small.

0:47:54.320 --> 0:47:57.480
<v Speaker 1>They are this thing that is large and complex made

0:47:57.640 --> 0:48:00.480
<v Speaker 1>into a smaller form that can be grasped, that can

0:48:00.520 --> 0:48:04.160
<v Speaker 1>be uh excelled at, etcetera. Okay, well, so I assume

0:48:04.200 --> 0:48:07.200
<v Speaker 1>when you play a tabletop sci fi war game, you're

0:48:07.239 --> 0:48:09.919
<v Speaker 1>not doing it because you're you're competing for a big

0:48:09.960 --> 0:48:12.359
<v Speaker 1>pot of prize money or something. You're doing it for

0:48:12.440 --> 0:48:15.319
<v Speaker 1>the intrinsic reward of the game itself. Something is fun

0:48:15.360 --> 0:48:19.400
<v Speaker 1>about it. So what makes that fun? Yeah? I mean personally,

0:48:19.440 --> 0:48:21.319
<v Speaker 1>I think a big part of it is like a

0:48:21.400 --> 0:48:25.120
<v Speaker 1>game is maximum fun when it is fully captivating. Kind

0:48:25.160 --> 0:48:26.360
<v Speaker 1>of getting back to some of the stuff where we

0:48:26.400 --> 0:48:29.440
<v Speaker 1>talked about, like you know, flow states and so forth. Um,

0:48:29.480 --> 0:48:33.080
<v Speaker 1>it's not too complex, but it's not too light on engagement.

0:48:33.400 --> 0:48:37.279
<v Speaker 1>Perhaps it's inspiring, it's creative. You know, it's competitive in

0:48:37.360 --> 0:48:40.439
<v Speaker 1>some form and that and I have to stress there,

0:48:40.600 --> 0:48:44.520
<v Speaker 1>especially with so many different choices in games today, that

0:48:44.680 --> 0:48:47.759
<v Speaker 1>competition might not be against another player. It might be

0:48:47.800 --> 0:48:49.799
<v Speaker 1>against the game or the game system. It might be

0:48:49.800 --> 0:48:53.480
<v Speaker 1>against an ai, um, it might be against yourself. But

0:48:53.560 --> 0:48:56.000
<v Speaker 1>there is some sense of like, I'm I'm in this,

0:48:56.360 --> 0:49:00.839
<v Speaker 1>I'm doing things and there is something that I'm I'm

0:49:01.040 --> 0:49:04.920
<v Speaker 1>i'm competing against, you know. So I was looking around

0:49:04.920 --> 0:49:09.200
<v Speaker 1>for some some expert thoughts on this, and and there's

0:49:09.200 --> 0:49:10.960
<v Speaker 1>a book that came out, I think it came out

0:49:10.960 --> 0:49:14.000
<v Speaker 1>about about ten years ago at this point by Ralph Coster,

0:49:14.480 --> 0:49:17.520
<v Speaker 1>a game designer and one of the people behind Ultimate Online.

0:49:17.600 --> 0:49:21.400
<v Speaker 1>He wrote a book titled Theory of Fun for Game Design,

0:49:22.239 --> 0:49:24.799
<v Speaker 1>and his core thesis in all of this is that

0:49:25.000 --> 0:49:28.520
<v Speaker 1>learning and fun are essentially the same inside the brain.

0:49:28.920 --> 0:49:32.560
<v Speaker 1>Oh interesting, I've got a study in child development that

0:49:32.640 --> 0:49:34.440
<v Speaker 1>relates to this, but I guess we won't get to

0:49:34.440 --> 0:49:37.600
<v Speaker 1>it till the next episode. But that yeah, yeah, like

0:49:37.680 --> 0:49:40.160
<v Speaker 1>he writes, quote, fun, as I define it is the

0:49:40.200 --> 0:49:43.320
<v Speaker 1>feedback the brain gives us when we are absorbing patterns

0:49:43.560 --> 0:49:46.200
<v Speaker 1>for learning purposes. You know if this is true. It

0:49:46.280 --> 0:49:50.520
<v Speaker 1>kind of relates to an idea we've talked about before,

0:49:50.560 --> 0:49:53.919
<v Speaker 1>which is a hypothesis. Uh. I apologize in the moment,

0:49:54.080 --> 0:49:56.319
<v Speaker 1>I forget who this is attributed to. There was a

0:49:56.320 --> 0:50:00.200
<v Speaker 1>book that talks about the idea that what if um

0:50:00.360 --> 0:50:05.160
<v Speaker 1>the biological explanation for humor, like why we find find

0:50:05.239 --> 0:50:10.799
<v Speaker 1>things funny is that it is an intrinsically motivating reward

0:50:11.040 --> 0:50:16.279
<v Speaker 1>for debugging ideas in the brain, essentially for resolving some

0:50:16.400 --> 0:50:20.000
<v Speaker 1>type of confusion or conflict within the brain. When you

0:50:20.320 --> 0:50:24.480
<v Speaker 1>resolve the conflict and fix the problem, uh, then you

0:50:24.520 --> 0:50:28.959
<v Speaker 1>are rewarded with the feeling of funniness. Yeah. I hadn't

0:50:28.960 --> 0:50:31.279
<v Speaker 1>thought about the connection there, but that's good. And so

0:50:31.440 --> 0:50:34.200
<v Speaker 1>this would be a similar idea, not exactly the same,

0:50:34.239 --> 0:50:37.040
<v Speaker 1>but related that the sense of intrinsic motivation we get

0:50:37.080 --> 0:50:41.560
<v Speaker 1>for fun is a reward system, an internal feedback reward

0:50:41.640 --> 0:50:44.640
<v Speaker 1>system when the brain is doing some kind of important

0:50:44.680 --> 0:50:48.600
<v Speaker 1>discovery process. Yeah, and I totally get this. I feel

0:50:48.640 --> 0:50:50.760
<v Speaker 1>like it. It matches up with some of my experiences

0:50:51.120 --> 0:50:54.960
<v Speaker 1>about things that I would subjectively consider fun um. Taking

0:50:54.960 --> 0:50:57.480
<v Speaker 1>a new nature walk or even an old nature walks

0:50:57.480 --> 0:51:00.719
<v Speaker 1>into nature is not something that's fixed, it changes, and

0:51:00.760 --> 0:51:06.920
<v Speaker 1>therefore every every walk is an exploration. Likewise exploring a museum,

0:51:07.080 --> 0:51:10.840
<v Speaker 1>you're seeing and learning new things. Even following a narrative

0:51:11.040 --> 0:51:15.319
<v Speaker 1>is a learning experience. And be that narrative something that is,

0:51:16.000 --> 0:51:19.200
<v Speaker 1>you know, meaningful and important or you know, kind of stupid,

0:51:19.520 --> 0:51:22.520
<v Speaker 1>it's still something you have to move through and learn

0:51:22.600 --> 0:51:26.280
<v Speaker 1>from and follow um. And certainly interacting with the gaming

0:51:26.320 --> 0:51:30.320
<v Speaker 1>system and or competing against human opponents within that system,

0:51:30.360 --> 0:51:32.960
<v Speaker 1>there's learning going on there as well. I'm learning the game,

0:51:33.360 --> 0:51:36.960
<v Speaker 1>I'm also learning how my opponent engages with this game,

0:51:37.400 --> 0:51:40.480
<v Speaker 1>and so Costa rights quote. Games are puzzles to solve,

0:51:40.600 --> 0:51:43.520
<v Speaker 1>just like everything else we encounter in life. They are

0:51:43.640 --> 0:51:45.719
<v Speaker 1>on the same order as learning to drive a car,

0:51:46.080 --> 0:51:50.080
<v Speaker 1>or picking up the mandolin or learning your multiplication tables.

0:51:50.480 --> 0:51:53.759
<v Speaker 1>We learn the underlying patterns and file them away so

0:51:53.840 --> 0:51:56.560
<v Speaker 1>that they can be run as needed. And he also

0:51:56.560 --> 0:51:59.799
<v Speaker 1>points out quote games grow boring when they fail to

0:52:00.120 --> 0:52:05.799
<v Speaker 1>unfold new niceties in the puzzles they present. Yeah. When

0:52:06.080 --> 0:52:08.719
<v Speaker 1>the game gets boring, when you feel like there is

0:52:08.760 --> 0:52:13.440
<v Speaker 1>nothing interesting to discover. Yeah yeah. He writes that games

0:52:13.520 --> 0:52:16.360
<v Speaker 1>need to keep people engaged in a flow state. Encountering

0:52:16.400 --> 0:52:19.520
<v Speaker 1>immersive puzzles and challenges, and once challenge is mastered, it

0:52:19.600 --> 0:52:23.040
<v Speaker 1>becomes routine. And this certainly reminds me of games that

0:52:23.239 --> 0:52:26.720
<v Speaker 1>end up focusing way too much on grinding for resources

0:52:26.760 --> 0:52:31.560
<v Speaker 1>and unlocking rewards. When a game's play life is artificially

0:52:31.600 --> 0:52:36.120
<v Speaker 1>extended by dangling these prizes, but the gameplay itself has

0:52:36.160 --> 0:52:39.720
<v Speaker 1>become wrote, Um, I'm no longer exploring, I'm no longer

0:52:39.800 --> 0:52:44.120
<v Speaker 1>testing myself against anything. I'm just executing the routine for

0:52:44.239 --> 0:52:47.400
<v Speaker 1>the mild reward of you know, winning various in game

0:52:47.520 --> 0:52:51.600
<v Speaker 1>costumes or whatever whatever it happens to be. I've certainly

0:52:51.600 --> 0:52:54.160
<v Speaker 1>had this experience with games where like, clearly I have

0:52:54.239 --> 0:52:57.600
<v Speaker 1>reached the end of the game's real life cycle. I

0:52:57.640 --> 0:53:00.720
<v Speaker 1>shouldn't be playing it anymore, but I'm keeping I continue

0:53:00.719 --> 0:53:02.840
<v Speaker 1>to play it because I think I need to maybe

0:53:02.920 --> 0:53:06.480
<v Speaker 1>unlock this thing, or you could just pay seven unlock

0:53:06.600 --> 0:53:09.840
<v Speaker 1>that thing. True, true that it's all the same, to

0:53:09.920 --> 0:53:15.000
<v Speaker 1>the to the game punt companies, right. I'm also reminded

0:53:15.040 --> 0:53:17.319
<v Speaker 1>in this of games that, um what where they have

0:53:17.800 --> 0:53:22.120
<v Speaker 1>some lack of balance, perhaps in the challenge throughout the game,

0:53:22.520 --> 0:53:25.520
<v Speaker 1>like games that are more challenging in the beginning, or

0:53:25.560 --> 0:53:28.160
<v Speaker 1>more challenging in the middle of the game, Those can

0:53:28.200 --> 0:53:30.880
<v Speaker 1>feel a bit wonky, especially if the final act of

0:53:31.040 --> 0:53:34.200
<v Speaker 1>said games feels like more of a victory lap. Um.

0:53:34.239 --> 0:53:37.240
<v Speaker 1>I felt this way about x Com games in the past.

0:53:37.239 --> 0:53:39.279
<v Speaker 1>It's a franchise that I that I that I love.

0:53:39.760 --> 0:53:42.040
<v Speaker 1>I know others have had this experience with it before,

0:53:42.200 --> 0:53:46.240
<v Speaker 1>where you have an intensely rewarding challenge in the early

0:53:46.280 --> 0:53:48.840
<v Speaker 1>stages of the game, like can I keep my people alive?

0:53:49.239 --> 0:53:51.280
<v Speaker 1>Can I can just even get to the next mission

0:53:51.280 --> 0:53:54.080
<v Speaker 1>while we having to deal with all these other fires

0:53:54.120 --> 0:53:56.399
<v Speaker 1>all around me. But then towards the end of the game,

0:53:56.480 --> 0:53:58.480
<v Speaker 1>or at least some of these games in this franchise,

0:53:58.719 --> 0:54:01.279
<v Speaker 1>you perhaps get a little bit over powered. You're very

0:54:01.320 --> 0:54:03.920
<v Speaker 1>confident about everything, And I wouldn't say that say that

0:54:03.920 --> 0:54:06.960
<v Speaker 1>the game stops being fun entirely, and certainly if it

0:54:07.040 --> 0:54:08.960
<v Speaker 1>is a victory lap, it's a victory lap you very

0:54:09.040 --> 0:54:11.600
<v Speaker 1>much earned by that point, and you still have the

0:54:11.640 --> 0:54:14.880
<v Speaker 1>game to beat, You still have these characters continue to follow,

0:54:14.960 --> 0:54:17.480
<v Speaker 1>but the learning fun balance is certainly a bit different

0:54:17.520 --> 0:54:21.560
<v Speaker 1>by that point. Now, for a different approach to the

0:54:21.600 --> 0:54:25.439
<v Speaker 1>same question, I ran across a fun article called why

0:54:25.440 --> 0:54:29.120
<v Speaker 1>Do People Love Games? By Sam von Aaron, former game

0:54:29.160 --> 0:54:31.480
<v Speaker 1>master for the New York Times, writing for the New

0:54:31.560 --> 0:54:34.800
<v Speaker 1>York Times, and he touches on something that I was

0:54:34.840 --> 0:54:37.680
<v Speaker 1>also thinking about, like this idea of of must a

0:54:37.719 --> 0:54:41.279
<v Speaker 1>game be fun? And uh and this is what this

0:54:41.320 --> 0:54:45.120
<v Speaker 1>author has to say. Quote. Games sometimes model real world systems,

0:54:45.440 --> 0:54:50.799
<v Speaker 1>allowing free exploration of their interlocking processes. The precursor to Monopoly,

0:54:51.320 --> 0:54:54.960
<v Speaker 1>Elizabeth Maggie's The Landlord's Game, was created to model and

0:54:55.000 --> 0:54:58.759
<v Speaker 1>critique capitalism by giving players an opportunity to feel its

0:54:58.800 --> 0:55:02.920
<v Speaker 1>failings firsthand. It was not very fun, but that's okay.

0:55:03.280 --> 0:55:05.560
<v Speaker 1>One of the dark secrets of game design is that

0:55:05.640 --> 0:55:08.480
<v Speaker 1>games don't need to be fun to be meaningful. The

0:55:08.520 --> 0:55:11.440
<v Speaker 1>board game Pandemic explores the trials of dealing with a

0:55:11.520 --> 0:55:15.800
<v Speaker 1>now too familiar global crisis. News organizations have used games

0:55:15.800 --> 0:55:18.680
<v Speaker 1>as well pro public as The Waiting Game captures the

0:55:18.719 --> 0:55:21.799
<v Speaker 1>experiences of refugees trying to enter the United States, and

0:55:21.840 --> 0:55:26.000
<v Speaker 1>Bloomberg Media created American Mall, a digital game giving players

0:55:26.040 --> 0:55:29.280
<v Speaker 1>firsthand experience with the decline of brick and mortar malls

0:55:29.320 --> 0:55:32.560
<v Speaker 1>in the face of growing e commerce. Well, yeah, that's interesting.

0:55:32.640 --> 0:55:38.200
<v Speaker 1>That's thinking about um games that are for something different

0:55:38.239 --> 0:55:41.640
<v Speaker 1>than what games are usually for. Usually it's you know,

0:55:41.760 --> 0:55:43.400
<v Speaker 1>you think of it as something that people can just

0:55:43.440 --> 0:55:47.640
<v Speaker 1>sort of do casually for fun. But there are games

0:55:47.680 --> 0:55:49.919
<v Speaker 1>that you could also think of more like a work

0:55:49.960 --> 0:55:52.239
<v Speaker 1>of art or like a like a movie or like

0:55:52.280 --> 0:55:54.680
<v Speaker 1>a painting or an article in a magazine that could

0:55:55.080 --> 0:55:57.960
<v Speaker 1>tell you something about the broader world rather than just

0:55:58.040 --> 0:56:02.040
<v Speaker 1>teaching you the mechanics of the game. Game. Yeah, yeah, now,

0:56:02.120 --> 0:56:04.719
<v Speaker 1>I I will say that I did play the Pandemic

0:56:04.719 --> 0:56:07.720
<v Speaker 1>board game pre Pandemic, and at least at the time

0:56:07.760 --> 0:56:10.560
<v Speaker 1>it was, I would say it was fun. Perhaps it

0:56:10.560 --> 0:56:13.920
<v Speaker 1>wouldn't be fun anymore, but it's still around. I don't know.

0:56:14.120 --> 0:56:16.440
<v Speaker 1>I played it a couple of times and I remember

0:56:16.480 --> 0:56:20.080
<v Speaker 1>thinking it seemed absolutely impossible. Maybe I was just not

0:56:20.120 --> 0:56:23.040
<v Speaker 1>good at it, but it was like unwinnable. Oh really,

0:56:23.200 --> 0:56:25.520
<v Speaker 1>I can't things I can't remember if we want or not,

0:56:25.920 --> 0:56:27.560
<v Speaker 1>but that that was one of the things that was

0:56:28.120 --> 0:56:29.719
<v Speaker 1>that was good about it, Like it was a game,

0:56:30.160 --> 0:56:31.480
<v Speaker 1>and I think this was one of maybe one of

0:56:31.480 --> 0:56:35.560
<v Speaker 1>the first really cooperative group games like this that I

0:56:35.920 --> 0:56:39.200
<v Speaker 1>played at that point. Like that alone was was great,

0:56:39.239 --> 0:56:42.080
<v Speaker 1>like we're all working together and there are no hidden spies,

0:56:42.160 --> 0:56:44.920
<v Speaker 1>No one's secretly a werewolf or a cylon or anything.

0:56:45.200 --> 0:56:48.040
<v Speaker 1>We're all truly working together on this. Maybe I just

0:56:48.080 --> 0:56:50.800
<v Speaker 1>got unlucky when I was playing. I remember thinking like, okay,

0:56:50.800 --> 0:56:53.160
<v Speaker 1>we're trying to set up some research bases, and then

0:56:53.160 --> 0:56:55.800
<v Speaker 1>suddenly it's just everywhere, and it's like what, we didn't

0:56:55.800 --> 0:56:59.080
<v Speaker 1>even have a chance. I don't know now. Von Aaron

0:56:59.120 --> 0:57:01.960
<v Speaker 1>also described some thing I thought was really insightful. He

0:57:02.000 --> 0:57:04.799
<v Speaker 1>talks about the magic circle as bring the place where

0:57:04.800 --> 0:57:07.279
<v Speaker 1>a game takes place, and this reminds me of what

0:57:07.360 --> 0:57:12.440
<v Speaker 1>we're just talking about concerning finite and infinite games. He writes, quote,

0:57:12.480 --> 0:57:14.719
<v Speaker 1>I use the metaphor of a chalk line because the

0:57:14.760 --> 0:57:17.400
<v Speaker 1>magic circle is not an absolute barrier or even a

0:57:17.400 --> 0:57:20.880
<v Speaker 1>physical one. We can enter an exit the magic circle freely.

0:57:21.240 --> 0:57:24.960
<v Speaker 1>We bring our bodies, personalities, and life experiences into the game.

0:57:25.320 --> 0:57:27.560
<v Speaker 1>We take the memories and experiences of the game with

0:57:27.680 --> 0:57:30.480
<v Speaker 1>us when we leave. The chalk line casts a spell

0:57:30.520 --> 0:57:32.960
<v Speaker 1>on that space of sidewalk and turns it into a

0:57:33.000 --> 0:57:36.760
<v Speaker 1>space for playing. So, in a way, participating in a

0:57:36.840 --> 0:57:40.800
<v Speaker 1>game is much like suspending your disbelief when watching a

0:57:41.200 --> 0:57:43.800
<v Speaker 1>fantasy film or something You know you you have to

0:57:44.160 --> 0:57:47.840
<v Speaker 1>you have to step across the line voluntarily. Yeah. And

0:57:47.840 --> 0:57:50.880
<v Speaker 1>and he also points out that the space inside the

0:57:50.880 --> 0:57:55.160
<v Speaker 1>circle here, inside this magic circle, is a place where

0:57:55.200 --> 0:57:59.000
<v Speaker 1>where we give quote ourselves permission to explore to fail

0:57:59.240 --> 0:58:01.200
<v Speaker 1>to lose. And I think that's also key. And that

0:58:01.320 --> 0:58:04.600
<v Speaker 1>also is that can be challenging to teach to a

0:58:04.640 --> 0:58:09.360
<v Speaker 1>young game player. You know, it's even at ten, I

0:58:09.400 --> 0:58:12.000
<v Speaker 1>have to remind him sometimes, you know. It's it's it's

0:58:12.040 --> 0:58:14.480
<v Speaker 1>not necessarily about winning. It's okay if you're not if

0:58:14.560 --> 0:58:16.560
<v Speaker 1>certainly if you're not great at the game right off

0:58:16.600 --> 0:58:19.160
<v Speaker 1>the bat, it's not it's not that it's not bad

0:58:19.200 --> 0:58:23.480
<v Speaker 1>to lose necessarily. It's about being within this system, you know.

0:58:23.520 --> 0:58:25.760
<v Speaker 1>It's it's being in a like a safe space to

0:58:25.840 --> 0:58:29.600
<v Speaker 1>try new things, to succeed, but also to to fail

0:58:29.680 --> 0:58:32.160
<v Speaker 1>to lose. Uh. That's I mean, that's the great thing

0:58:32.200 --> 0:58:36.400
<v Speaker 1>about your battles taking place um on a on on

0:58:36.440 --> 0:58:38.880
<v Speaker 1>a on a chessboard, for example. It's like it's it's

0:58:38.880 --> 0:58:41.760
<v Speaker 1>okay to lose on the chessboard unless you've created some

0:58:41.840 --> 0:58:48.000
<v Speaker 1>artificial steaks such as through you know, competition or tournaments

0:58:48.160 --> 0:58:53.440
<v Speaker 1>or gambling. Yeah, it's a place where ultimately it doesn't matter.

0:58:53.600 --> 0:58:56.400
<v Speaker 1>And if we're like, I mean, this is subjective as well,

0:58:56.440 --> 0:58:59.560
<v Speaker 1>but if we're approaching the game with the right mindset,

0:59:00.240 --> 0:59:04.040
<v Speaker 1>then like, this is indeed a neutral space. This is

0:59:04.040 --> 0:59:06.800
<v Speaker 1>a magic circle in which we can we can bring

0:59:06.880 --> 0:59:09.000
<v Speaker 1>things from the outside, but we don't have to We

0:59:09.040 --> 0:59:12.000
<v Speaker 1>don't have to bring that intensity, that seriousness, and that

0:59:12.120 --> 0:59:14.959
<v Speaker 1>life or death struggle. That's true, but it also makes

0:59:14.960 --> 0:59:17.920
<v Speaker 1>me think about you know, again going back to the

0:59:18.240 --> 0:59:22.640
<v Speaker 1>ways that different personalities and different people um have very

0:59:22.680 --> 0:59:25.160
<v Speaker 1>different ideas of fun. I mean, I wonder if to

0:59:25.320 --> 0:59:30.080
<v Speaker 1>some extent, part of what makes children able to engage

0:59:30.160 --> 0:59:33.800
<v Speaker 1>so intensely with games and and get so involved in

0:59:33.840 --> 0:59:37.920
<v Speaker 1>them is exactly the fact that they are able to

0:59:38.040 --> 0:59:40.600
<v Speaker 1>maintain an illusion that the stakes of the game are

0:59:40.680 --> 0:59:42.800
<v Speaker 1>higher than they are. You know, that they can play

0:59:42.840 --> 0:59:46.240
<v Speaker 1>the game as if they had a thousand dollars riding

0:59:46.280 --> 0:59:48.560
<v Speaker 1>on the outcome of it, when actually nothing at all

0:59:48.640 --> 0:59:50.800
<v Speaker 1>rides on the outcome of it, I mean, nothing tangible,

0:59:51.440 --> 0:59:54.200
<v Speaker 1>but they might react as if it did, and thus,

0:59:54.240 --> 0:59:59.200
<v Speaker 1>like winning becomes absolutely necessary. And that's like, to some extent,

0:59:59.560 --> 1:00:01.960
<v Speaker 1>part of the magic of what makes the game so

1:00:02.040 --> 1:00:05.280
<v Speaker 1>compelling to the child. Yeah, there's I guess there's also

1:00:05.520 --> 1:00:07.720
<v Speaker 1>there has to be some sort of awareness of that

1:00:07.760 --> 1:00:10.520
<v Speaker 1>magic circle, because I know in just conversations with my

1:00:10.520 --> 1:00:12.840
<v Speaker 1>my own son, um. And it's not like we have

1:00:12.840 --> 1:00:15.120
<v Speaker 1>to talk about this every game, so it's or anything.

1:00:15.160 --> 1:00:18.200
<v Speaker 1>But occasionally you don't have to remind us like and

1:00:18.280 --> 1:00:19.880
<v Speaker 1>I don't don't worry if you don't you don't win,

1:00:20.040 --> 1:00:22.600
<v Speaker 1>or you don't you're not getting everything at first. Um.

1:00:22.640 --> 1:00:25.080
<v Speaker 1>But then sometimes he'll he'll chime in then and he'll

1:00:25.120 --> 1:00:27.680
<v Speaker 1>be like, I don't care if I win, um, And

1:00:27.720 --> 1:00:29.160
<v Speaker 1>we have to sort of be like, well, no, you don't.

1:00:29.560 --> 1:00:32.200
<v Speaker 1>Don't have to be like that either. Like it's a

1:00:32.200 --> 1:00:35.080
<v Speaker 1>careful balance. It's not it's not that you don't care

1:00:35.160 --> 1:00:38.560
<v Speaker 1>that you win or lose, like you still can desire

1:00:38.640 --> 1:00:41.520
<v Speaker 1>to win, but you're sort of open to the experience

1:00:41.560 --> 1:00:44.120
<v Speaker 1>of failing. It's almost like it's almost like an appreciation

1:00:44.200 --> 1:00:48.120
<v Speaker 1>of of of heroic story or a tragic story and

1:00:48.160 --> 1:00:50.760
<v Speaker 1>a narrative. And when you're playing that game, you have

1:00:50.800 --> 1:00:54.000
<v Speaker 1>to realize, well, my my people in the settlers of Katan,

1:00:54.960 --> 1:00:57.480
<v Speaker 1>this may well be a tragedy. They only have the

1:00:57.520 --> 1:01:01.680
<v Speaker 1>one sheep there. They're not really going to don't really

1:01:01.720 --> 1:01:04.840
<v Speaker 1>stand a chance against these these these epic economies that

1:01:04.880 --> 1:01:07.760
<v Speaker 1>are blooming all around them. Perhaps this is a tragic

1:01:07.800 --> 1:01:10.680
<v Speaker 1>tale as being being told. But within the space of

1:01:10.720 --> 1:01:13.200
<v Speaker 1>the game, that's okay. You know, thinking about the idea

1:01:13.200 --> 1:01:16.320
<v Speaker 1>of being willing to step into the magic circle to

1:01:16.360 --> 1:01:19.080
<v Speaker 1>sort of suspend your disbelief for the game, to play

1:01:19.120 --> 1:01:21.440
<v Speaker 1>the game as if the outcome matters when it doesn't

1:01:21.480 --> 1:01:24.200
<v Speaker 1>in any tangible way. You know, I think that has

1:01:24.240 --> 1:01:27.280
<v Speaker 1>a lot in common with a broader personality trait that,

1:01:27.320 --> 1:01:30.560
<v Speaker 1>in fact, we would describe as being a person who's game.

1:01:31.000 --> 1:01:33.480
<v Speaker 1>You know, the person who is game for things like

1:01:33.560 --> 1:01:35.720
<v Speaker 1>that is a person who, in a in a more

1:01:35.840 --> 1:01:39.520
<v Speaker 1>general sense, is willing to step across the step across

1:01:39.560 --> 1:01:42.240
<v Speaker 1>the line with you to go along with something. Yeah,

1:01:42.440 --> 1:01:44.520
<v Speaker 1>I think that's a good comparison. Yeah, the the idea

1:01:44.560 --> 1:01:47.280
<v Speaker 1>that that that you're agreeing with this person here. Yeah,

1:01:47.280 --> 1:01:49.440
<v Speaker 1>we're about to step into the magic circle. Things are

1:01:49.440 --> 1:01:51.800
<v Speaker 1>going to be all right, The same rules are not

1:01:51.800 --> 1:01:55.280
<v Speaker 1>going to apply to this activity. And to just be

1:01:55.400 --> 1:01:58.280
<v Speaker 1>willing to try something out, even if you don't know

1:01:58.440 --> 1:02:01.080
<v Speaker 1>that it will be something you like or something that's fruitful,

1:02:02.600 --> 1:02:04.680
<v Speaker 1>all right, we're gonna go ahead and call it an

1:02:04.720 --> 1:02:09.840
<v Speaker 1>episode there, but we'll be back with another episode on fun. Obviously,

1:02:10.280 --> 1:02:12.959
<v Speaker 1>everyone out there likes to have fun, though You're gonna

1:02:12.960 --> 1:02:15.880
<v Speaker 1>have different ideas about what fun is and what it means,

1:02:15.960 --> 1:02:17.560
<v Speaker 1>and that's one of the reasons we'd love to hear

1:02:17.600 --> 1:02:20.400
<v Speaker 1>from you. So right in with your thoughts on fun

1:02:20.760 --> 1:02:23.200
<v Speaker 1>as it relates to stuff we've discussed in this episode

1:02:23.200 --> 1:02:26.040
<v Speaker 1>and join us for the next one. Core episodes of

1:02:26.040 --> 1:02:29.440
<v Speaker 1>Stuff to Blow Your Mind publish every Tuesday and Thursday

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<v Speaker 1>in the Stuff to Blow Your Mind Podcast feed Monday's

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<v Speaker 1>are for listener mail, Wednesdays are for a short form

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<v Speaker 1>artifact or monster Factor, and on Friday's, well, that's when

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<v Speaker 1>we have fun. That's when we that's when we do

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<v Speaker 1>weird how Cinema, where we set aside most serious concerns

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<v Speaker 1>and just talk about a strange film until our daddy

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<v Speaker 1>takes the tea bird away. That's right. Huge, thanks as

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<v Speaker 1>always to our excellent audio producer Seth Nicholas Johnson. If

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<v Speaker 1>you would like to get in touch with us with

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<v Speaker 1>feedback on this episode or any other, to suggest topic

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<v Speaker 1>for the future, or just to say hello, you can

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<v Speaker 1>email us at contact at Stuff to Blow Your Mind

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<v Speaker 1>dot com. Stuff to Blow Your Mind is production of

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<v Speaker 1>I Heart Radio. For more podcasts for my heart Radio,

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<v Speaker 1>this is the i heart Radio app, Apple Podcasts, or

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<v Speaker 1>wherever you're listening to your favorite shows.