Logo Logo
  • About
  • Accented
    • Playstates
    • Jets Flight Control
  • The Other
    • Review Index
    • Link Bank
    • Ideas/Images Bank

Playstates Theory Definition – Version 1.0 (Apr/18)

May 05, 2018 by Chris Billows in Playstates Theory tags: Games Analysis, Playstates

I’ve updated and enhanced my Playstates Definition below. My plan is to continue to develop this theory and eventually establish a website dedicated to demonstrating how the theory works.

 

Playstates is a theory that explains how different types of play coexist, combine together, and are recursive. The different types of play are each defined by a singular core trait that acts as a both a distinguishing and complementing characteristic. At present there are five different kinds or states of play.

 

  • Toygrounds
  • Role-Plays
  • Puzzles
  • Games
  • Sports

 

Each of the five Playstates can be defined as “The Play of …” which represents the core characteristic. These are as follows:

  • Toygrounds – The Play of Exploration.
    1. Toys – objects that are played with freely and with transient rules
    2. Playgrounds – spaces that are played with freely and with transient rules

 

  • Role-Plays – The Play of Behavior.
    1. Conventional – behavior that comes naturally
    2. Subtle – behavior that contains hidden meaning
    3. Subversive – behavior that challenges conventions
    4. Fresh – a mix of characteristics that acts in harmony
    5. Campy – exaggeration of characteristics for effect
    6. Mirroring – mimicking behaviors of others

 

  • Puzzles – The Play of Matching.
    1. Symbols – letters or numbers as basis for matches
    2. Shapes – objects that represent non-language as basis for matches
    3. Colors – spectrum of light as basis for matches
    4. Sounds – range of pitch and duration as basis for matches
    5. Patterns – repeating using memory
    6. Maths – using deduction to solve incomplete logic

 

  • Games – The Play of Measurement.
    1. Time – race against the clock
    2. Space – movement between locations
    3. Counting– measuring tokens, traits, and points
    4. Achievements – an accumulation of measurables

 

  • Sports – The Play of Competition.
    1. Pick-up – a single, non-cumulative match
    2. Series – win the majority of matches in a set
    3. Tournament – a changeable collection of competitors
    4. League – an exclusive collection of competitors
    5. Pan-Sport – competing via non-match outcomes

 

 

About The Author: Chris Billows

Chris Billows is a knowledge seeker who believes in social responsibility, a health care professional, and a business dabbler. The Journals of Doc Surge is his personal blog. Doc Surge (a cool synonym for Billows) is inspired by Doc Brass from the Planetary Comic series who in turn was inspired by the 1930s pulp hero Doc Savage.
GameDev Ecology
Video Games to Track, Watch, and Play

Leave a Comment! Cancel reply

Your email address will not be published. Required fields are marked *

Recent Posts
  • Happy New Year for 2026
  • Video Game Development Timeline in Winnipeg & Manitoba
  • GameDev Skills: Year Four
  • Video Game Development Segments: Electronic Game Machines
  • The Borderland
Recent Comments
  • Adriano on Psychology Cagematch – Maslow vs Frankl
  • Traversing from Heropath to Mythway – Heropath on GameDev Skills: Year Three
  • Dev Update: A Fork in the (Hero)path – Heropath on GameDev Skills: Year Two
  • Dev Update: A Fork in the (Hero)path – Heropath on The Axiom of Player Development
  • Chase the Chalice – Heropath on Happy New Year to Thee in 2023
Categories
  • Business Beller
  • Hobby Heedings
  • Jets Flight Control
  • Mental Mischief
  • Nerdism in Winnipeg
  • Playstates Theory
  • Political Ponderings
  • Republic of Bloggers
  • Spirit Speculations
  • Uncategorized
204-430-9956
© Chris Billows. All Rights Reserved.