Play­ing Hohokum and watch­ing oth­ers play real­ly helps you under­stand his point about play being more impor­tant than the game itself. The game itself is not a mag­i­cal, fun gen­er­a­tor; instead it’s a tool and a toy that, like Kata­mari Dama­cy, encour­ages the play­ers to sim­ply try things, to experiment.

Kata­mari Dama­cy and the return of “play” in videogames — Kill Screen

It’s not the clear­est of arti­cles, but some­where in there are some good points on play being expres­sive, not consumptive.

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Kars Alfrink

Kars is a designer, researcher and educator focused on emerging technologies, social progress and the built environment.