Apologies for the extended hiatus on publishing anything in this blog. I’ve been pooling an ever-mounting mountain of resources which I intend to dole out in heavy doses. I have not been idle while this blog was asleep. Recently, I have been making my rounds, meeting play advocates local to the US Mid Atlantic, New England and Canada. Each new connection sparks many more, which propel me further along this whimsical web of ideas, inspiration and insight.
Today I would like to direct your attention to an article published in Playground Magazine. You can find the PDF here. The inspiration to post this article comes from my long-standing advocacy for “immersion” in video games. However, any act of play can be immersive so long as players engage their imaginations – this doesn’t require much. That said, there is something uniquely charming about a theme park, derived largely, I believe, from its immersivity and spectacle. This is a very hard thing to achieve, and Disney definitely demonstrated a mastery of it, but it doesn’t come cheap and takes a lot of smart and creative people working together to get it right. If you’re on a budget and working from scratch, designed immersion is probably not the way you want to go. There are many cheaper, less heavy-handed options one could employ that children would dive right into. Children are clever inventors, with imaginations many of us bigfolk envy, and if we let them run the reel, they’ll inevitably surprise us with how lost in play they can become. If you’re going for designed immersion, though, make it massive or move on.
Our kids throw around the word ‘epic’ like they are in Mythology class. To them the word describes an essential quality so awe-inspiring one is lost for words. That’s what you have to be to design for immersion. Museum exhibits sometimes approach this quality, though suspension of disbelief for me is easily shattered by informational signage. You have to try really hard to sell your world to an audience, because a robot-shaped jungle gym isn’t fooling anyone. That robot needs context – where was it made? – what was its purpose? – does it still function? – is it missing parts? – can you fix it? – what was it doing before it stopped moving? – does it have any friends? – why can you go inside it? … I would discourage anyone from explicitly answering these questions in the design, but the environmental context must complement the world you’re trying to immerse someone in. This term is not literal; immersion is a metaphor. Immersion requires surrounding someone in an idea, as if immersing them deeply in water to see what’s in it, and blurring out anything ‘outside.’ For homework, I recommend you go watch the movie ‘Spirited Away‘ by Hayao Miyazaki. You’ll be fully immersed in the spirit world for the better part of two hours. Be compelling and sell us your story. Sell us your world by enveloping us in something rich and breathing, hopelessly inextricable from its surroundings, of utmost purpose and sincerity. Build that, and we will come.
“If you watch young children play, you will notice that they create games, characters, situations, whole worlds in which they immerse themselves with intense concentration.”