Can functional games enable learning and play at the same time?

In this blog post, we will examine whether functional games can go beyond simple entertainment to have a learning effect, and explore the possibility of breaking down the boundaries between play and study.

 

What are functional games?

There is a new term called “functional games.” Like the term “diet snacks,” this term has a strange connotation, but it refers to the idea of adding a productive element of learning to games, a rapidly growing entertainment culture in the 21st century. Just as diet foods tempt us with the promise of weight loss simply by eating them, functional games offer the attractive lure of learning while playing. The idea of being able to work or study while playing is very appealing. Anyone who is tired of productive activities has probably imagined at least once that the pain that must be endured to produce value can be turned into pleasure. However, unlike diet foods, which are completely ridiculous, functional games are not entirely ridiculous. This strange new term reexamines the productivity of play that we have casually overlooked and provides an opportunity to advance the cultural quality of our society.

 

Stories and productive play

It is commonly believed that play is consumptive. Consumptive means that the act of playing requires time and consumes goods. On the other hand, productive is usually associated with producing results that are recognized by the general public as having value. So, can play be productive? Play sometimes produces results. However, those results do not have value that is widely accepted. You cannot sell sand rice, a byproduct of playing house, at a restaurant, a child who plays the role of a professor in a kindergarten role-play is only a kindergarten student outside of kindergarten, and items obtained in a game only have value within the game. The results of play outside the context of play have no meaning.
However, the results are not the only measure of the productivity of play. Rather, the true productivity of play can be found in the act of playing itself. It is the context that maintains the consistency of play. Context is story, and playing means creating stories. From the perspective of story creation, we can easily find examples of productive play around us.

 

Playgrounds that create stories, amusement parks that consume stories

Playgrounds and amusement parks are places where play takes place constantly. However, these two spaces treat play differently as an act of creating stories. Therefore, comparing playgrounds and amusement parks provides an opportunity to reflect on the productivity of play.
Unlike amusement parks, playgrounds do not have ticket offices. Ticket offices do not simply symbolize the monetary price of entering a space. Amusement parks with ticket booths are closed. You must enter through a designated entrance, and the space separated by fences is the amusement park. The play area in an amusement park is always static. Opening and closing times are fixed, and the moment you leave the amusement park, you return to your everyday space.
On the contrary, playgrounds are completely open. With no entrance or fence, the play area of a playground is always dynamic. Playgrounds transcend physical boundaries, extending to parking lots and roads, or contracting around slides and monkey bars. Children on playgrounds continue to play even when it gets dark. Playgrounds never close.
The difference in fluidity between the two spaces shows the nature of the play that takes place in each. Amusement parks are places where people enjoy selective passivity. The moment visitors enter an amusement park, they are greeted by a series of entrances and exits. Signs always show where you are and where you can go. The rides that visitors arrive at by following the signs always welcome them with their own stories. There is a roller coaster shaped like a pirate’s lair, a roller coaster shaped like a fortress, and a haunted house reminiscent of an abandoned house. The rides at amusement parks welcome visitors with movie-like glitz, but they only offer one fixed story. When a new story is needed, the facilities are demolished and new ones are installed, just like when a movie ends. Amusement park visitors enjoy the prepared stories as if reading a well-written novel.
There are also rides at playgrounds. However, playground equipment is merely a tool for active play. Slides and swings at playgrounds are not just simple rides. They are constantly changing and taking on new meanings through the imagination and ideas of children. Even a shabby, rusty slide can become a military base, a rugged mountain, or a jungle that is difficult to walk through. Children playing in playgrounds are always creating their own stories and new spaces. New rules are born and new laws are created every moment. Sometimes, two groups of children coexist in the same space on the same playground equipment. Playgrounds are vibrant spaces and places comparable to the universe. These spaces full of vitality do not wait for participants. To play in a playground, one must actively keep up with the creation and destruction of stories at every moment.
At the root of the vitality displayed by playgrounds lies the productivity of play. In order to play, there must be a story. And play has the ability to create stories before enjoying them. The true productive aspect of play is its ability to create stories.

 

The Productivity and Expansion of Play

Can this productivity be found in spaces other than playgrounds? The answer to this question is that we can free play from the narrow categories of computer games, playgrounds, and sports. The means to express the productivity of play can be found anywhere, and the expansion of play is limitless.
Just like when we played a drinking game at a university MT by flicking the metal caps of soju bottles with our fingers, it is possible to create play in various ways and by various means. In this way, the productivity of play is free from the medium used to execute it. Rather, play has the power to be used as a means of play in any form. The platform-free nature of play, which manifests itself in such an active form, is becoming stronger every day with the advancement of IT.
Services that support personal video channels such as YouTube and Afreeca, which are easily accessible on the Internet, and various community sites are places where countless stories are produced. The sites that provide these services are playgrounds in themselves. Users playing in these playgrounds constantly make rules, create stories using all the resources they have, compete with each other, make each other laugh, and immerse themselves in play. Stories about watching videos or playing on message boards without noticing the passage of time are an extension of the expression of playing in a playground without noticing the passage of time.

 

Productive play and the cultivation of creativity

This kind of creative feast that occurs through play is exactly what productive play aims for. In order to achieve this, we must change our perspective on productive activities, which are typically associated with work and study. Productive activities are not just about satisfying given standards and producing results like machines. Making one more of the same thing is simply consumption. Furthermore, since productivity is determined by the popular demand for the results, we have overlooked the productive aspects of play. Truly productive activities must have a direction that aims for something better than what already exists.
One of the things that gives direction to activities for productivity is creativity. The act of creating brings both joy and power. However, training in creation is difficult. The current education system, which is disparagingly described as simple memorization of textbooks, and the lives of working adults, which are described as a rat race, demonstrate the failure to cultivate and apply creativity. People who are forced to undergo education and work while wearing a mask are like machines. There is no one who tries to create something better.
Carefully designed play has the ability to solve this problem. Normal play is spontaneous. The production and consumption of stories through play is training in creativity. The creation and destruction of stories involves the imitation and transformation of existing things, as well as new attempts and frustrations. This is the foundation upon which the culture, scholarship, and technology that make up human civilization have been built. Play is a small experiment that imitates and repeats what humans have built and the processes by which they built it. The productivity of play is achieved by voluntarily repeating the act of creating new stories as a way of training our creativity.

 

Playgrounds for productive play

However, when we look around us, it is not easy to find laboratories where such experiments can be conducted or playgrounds that maximize the productivity of play. Most of what we see around us is compulsory education, represented by schools and cram schools, and consumptive play, such as games. Furthermore, a society that has misdefined productivity regards workaholism as a virtue and pushes people to work even more like machines.
The strange feeling that the term “functional games” evokes is a reminder of facts that we should have taken for granted. The concept of productive play is so important that it transcends examples such as word memorization games that come to mind. However, as we have ignored or misunderstood the value of play, we must now address it properly.
Well-designed play is a rehearsal for creation and a framework for full-scale production activities. Productive activities are an extension of play, and productive activities are an extension of play. Recreation, which emphasizes the productive elements of play, should not be simply a time for dancing and singing in a group, but a time for humanity to refine and sharpen the cutting edge of its thinking and imagination through play and rest.
What can South Korea do? Fortunately, a powerful feature of productive play is that it dominates the medium for play but is not constrained by it. South Korea has a level of IT technology and infrastructure that no other developed country can easily match. What remains is to break away from old and wrong ideas and continuously discover, develop, and maintain attractive playgrounds that can fully showcase the true nature of play. When the day comes when such playgrounds are scattered throughout homes, schools, workplaces, and all offline and online spaces, Korea will have become a country with enormous potential that no other country can rival.

 

About the author

EuroCreon

I collect, refine, and share content that sparks curiosity and supports meaningful learning. My goal is to create a space where ideas flow freely and everyone feels encouraged to grow. Let’s continue to learn, share, and enjoy the process – together.