JESPER JUUL
THE ART OF FAILURE
An Essay on the Pain of Playing Video Games
The MIT Press
March 2013
Every day, hundreds of millions of people around the world play video games—on smart phones, on computers, on consoles—and most of them will experience failure at some point in the game; they will lose, die, or fail to advance to the next level.
Humans may have a fundamental desire to succeed and feel competent, but game players choose to engage in an activity in which they are nearly certain to fail and feel incompetent. In The Art of Failure, Jesper Juul examines this paradox.
In video games, as in tragic works of art, literature, theater, and cinema, it seems that we want to experience unpleasantness even if we also dislike it.
Reader or audience reaction to tragedy is often explained as catharsis, as a purging of negative emotions.
But, Juul points out, this doesn’t seem to be the case for video game players. Games do not purge us of unpleasant emotions; they produce them in the first place. What, then, does failure in video game playing do?
Juul argues that failure in a game is unique in that when you fail in a game, you (not a character) are in some way inadequate.
Yet games also motivate us to play more, in order to escape that inadequacy, and the feeling of escaping failure (often by improving skills) is a central enjoyment of games.
Games, writes Juul, are the art of failure: the singular art form that sets us up for failure and allows us to experience it and experiment with it.
The Art of Failure is essential reading for anyone interested in video games, whether as entertainment, art, or education.
Jesper Juul is Assistant Professor at the New York University Game Center. He is the author of Half-Real: Video Games between Real Rules and Fictional Worlds and A Casual Revolution: Reinventing Video Games and Their Players, both published by the MIT Press.
THE ART OF FAILURE
An Essay on the Pain of Playing Video Games
The MIT Press
March 2013
Every day, hundreds of millions of people around the world play video games—on smart phones, on computers, on consoles—and most of them will experience failure at some point in the game; they will lose, die, or fail to advance to the next level.
Humans may have a fundamental desire to succeed and feel competent, but game players choose to engage in an activity in which they are nearly certain to fail and feel incompetent. In The Art of Failure, Jesper Juul examines this paradox.
In video games, as in tragic works of art, literature, theater, and cinema, it seems that we want to experience unpleasantness even if we also dislike it.
Reader or audience reaction to tragedy is often explained as catharsis, as a purging of negative emotions.
But, Juul points out, this doesn’t seem to be the case for video game players. Games do not purge us of unpleasant emotions; they produce them in the first place. What, then, does failure in video game playing do?
Juul argues that failure in a game is unique in that when you fail in a game, you (not a character) are in some way inadequate.
Yet games also motivate us to play more, in order to escape that inadequacy, and the feeling of escaping failure (often by improving skills) is a central enjoyment of games.
Games, writes Juul, are the art of failure: the singular art form that sets us up for failure and allows us to experience it and experiment with it.
The Art of Failure is essential reading for anyone interested in video games, whether as entertainment, art, or education.
Jesper Juul is Assistant Professor at the New York University Game Center. He is the author of Half-Real: Video Games between Real Rules and Fictional Worlds and A Casual Revolution: Reinventing Video Games and Their Players, both published by the MIT Press.