entwicklung in spielen als innovationstreiber für usability
TRANSCRIPT
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
●●
Entwicklungen in Spielen alsInnovationstreiber für Usability
itemis AG – Simon Eiterig, Michael Jendryschik
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
Simon Eiterig
IT-Berater, Usability Engineer
Gamification-Studies
Diplomarbeit »Gamification – Theorie und Anwendung«
Michael Jendryschik
Leiter Usability Engineering
zertifizierter Usability Engineer (u.a. Fraunhofer)
Arbeitsschwerpunkt: Usability Engineering
itemis
2
itemis AG
unabhängiges IT-Beratungsunternehmen und
Anbieter von Produkten und Usability-Dienstleistungen
für effiziente Softwareentwicklungsprojekte.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
3
Quelle: http://de.wikipedia.org/wiki/Spiel#Geschichte
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
4
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
5
Warum spielen wir eigentlich?
Quelle: http://scene-gamers.de/schweden-lan-party-steuer/
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
Die Entwicklungen, die sich in Spielen bewährt haben,
können Innovationstreiberfür Usability-Konzepte sein! Lernföderlichkeit
Motivation
6
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
7
Quelle: http://en.wikipedia.org/wiki/File:TeleGames-Atari-Pong.png
Pong (1975)
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
8
Nintendo Entertainment System (1985)
Quelle: http://en.wikipedia.org/wiki/File:NES-Console-Set.jpg
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
9
Power Glove(1989)
Quelle: http://upload.wikimedia.org/wikipedia/commons/d/d3/NES-Power-Glove.jpg
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
10
Quelle: http://en.wikipedia.org/wiki/File:Wiimote-Safety-First.jpgQuelle: http://www.dw.de/overlay_media/katastrophenschutz-roboter-bei-der-probe/g-17109633
Katastrophenschutz-Roboter (2013)
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
11
Quelle: http://en.wikipedia.org/wiki/File:Wiimote-Safety-First.jpgQuelle: http://www.dw.de/overlay_media/katastrophenschutz-roboter-bei-der-probe/g-17109633
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
12
Quelle: http://en.wikipedia.org/wiki/File:Wiimote-Safety-First.jpgQuelle: http://www.dw.de/overlay_media/katastrophenschutz-roboter-bei-der-probe/g-17109633
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
Die Innovationsfreudigkeitvon Videospielen zeigt sich aber
auch softwareseitig
13
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
14
Quelle: http://www.n3rdabl3.co.uk/wp-content/uploads/2013/12/8_bit_super_mario_bros_wallpaper.jpg
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
15
Quelle: https://www.flickr.com/photos/dragontomato/4755760964/
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
16
Quelle: http://www.posidyn.tk/games/falcon4/falcon4-manual.jpg
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
17
Lernförderlichkeit – ISO 9241-110
Quelle: http://www.funsponge.net/wp-content/uploads/2013/03/TombRaider-2013-03-05-18-05-16-255.jpg
Hilfe, wenn der Spieler sie benötigt
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
18
Quelle: http://www.suchebiete.com/userbilder/4fe96ac33af3f.jpgQuelle: http://www.suchebiete.com/userbilder/4fe96ac33af3f.jpg
»Fun is just another wordfor learning.«
Raph Koster in »A theory on fun for game design« (2005)
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
19
Lernförderlichkeit
Quelle: http://upload.wikimedia.org/wikipedia/commons/0/05/France_in_XXI_Century._School.jpg
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
»Ein Dialog ist lernförderlich,
wenn er den Benutzer beim Erlernen der Nutzung des
interaktiven Systems unterstützt und anleitet.«
20
Lernförderlichkeit – ISO 9241-110
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
21
Lernförderlichkeit – ISO 9241-110
»Regeln und zugrundeliegende Konzepte, die für das Erlernen nützlich sind, sollten dem Benutzer zugänglich gemacht werden.«
Quelle: http://www.funsponge.net/wp-content/uploads/2013/03/TombRaider-2013-03-05-18-05-16-255.jpg
» Wenn ein Dialog selten gebraucht wird, dann sollte geeignete Unterstützung dafür bereitgestellt werden.«
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
22
Lernförderlichkeit – ISO 9241-110
»Rückmeldungen und Erläuterungen sollten den Benutzer unterstützen, ein konzeptionelles Verständnis vom interaktiven System zu bilden.«
Quelle: https://www.youtube.com/watch?v=2dAzYpcFpQc
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
Lernförderlichkeit – ISO 9241-110
WISO Steuer-Sparbuch
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
Lernförderlichkeit – ISO 9241-110
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
25
Klar, Belohnungen sind der Motivationsfaktor schlechthin
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
26
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
Motivation
Motivation ist ein Zustand, der durch Motive angeregt wird.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
Motivation
Motive sind überdauernde Eigenschaften in Menschen.
intrinsisch extrinsisch
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
Motivation
intrinsisch
Fähigkeitserwerb
Selbstständigkeit
Sozialer Anschluss
Sinnhaftigkeit
Ästhetik
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
Motivation
extrinsisch
Belohnung
Einfluss
Zugang
Geld
Status
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
Sozialer Anschluss, Spaß, Ästhetik
Status, Zugehörigkeit, Zugang
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
Gamification ist ein Weg,
Software bewusst mit
motivierenden Faktorenanzureichern
32
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
Das Ziel von Gamification ist es,
Software so zu gestalten, dass
sie Motive von Nutzern anspricht, um sie in den
Motivationszustand zu
versetzen.
33
Spielern
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
34
Quelle: http://www.suchebiete.com/userbilder/4fe96ac33af3f.jpgQuelle: http://fstatic1.mtb-news.de/img/photos/9/9/8/6/8/_/large/IMG_0009.jpg
Motive sind die Stellschrauben der menschlichen Motivation.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
35
Gamification ist der Werkzeugkasten
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
36
Punktesysteme
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
37
Punktesysteme
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
38
Quelle: http://www.auto-medienportal.net/artikel/detail/16224
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
39
Abzeichen, Achievements, Badges
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
40
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AGQuelle: German UPA Usability-Quartett
Zeit für Fragen und Diskussion
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
itemis AG | Am Brambusch 15-24 | D-44536 Lünen | www.itemis.de
Simon Eiterig
Michael Jendryschik
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
Tutorials in Videospielen
Methode 1: Kein Tutorial
Bei wenig komplexen Spielmechaniken sinnvoll
Lässt den Spieler Raum zum selbst erkunden
Nach http://gamedevelopment.tutsplus.com/tutorials/the-many-ways-to-show-the-player-how-its-done-with-in-game-tutorials--gamedev-400
Methode 2: Abbildung der Spielmechanik
Erzeugt träges Wissen
Nimmt den Spaß an der Exploration
Methode 3: Tutorial nach Kontext
Zeigt dem Spieler die Hilfe an, die er gerade benötigt
Unterstützt den »Pick up and Play« Ansatz
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
44
Quelle: http://files.coloribus.com/files/adsarchive/part_1446/14467705/volkswagen-the-speed-camera-lottery-600-38011.jpg
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
45
Quelle: http://www.gonet.us/sites/default/files/gamificacion_6.jpg
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
Grundsätze der Dialoggestaltung – ISO 9241-110
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●
© itemis AG
47
Quelle: http://www.suchebiete.com/userbilder/4fe96ac33af3f.jpgQuelle: http://www.popmatters.com/post/127853-johan-huizingas-homo-ludens/
» Das Spiel ist eine freiwillige Handlung oder Beschäftigung, die (…) nach unbedingt bindenden Regeln verrichtet (…) und begleitet wird von einem Gefühl der Spannung und der Freude.«
Johan Huizinga in »Homo Ludens: Vom Ursprung der Kultur im Spiel.« (1938)