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DiGRA
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This paper examines the concept of "play value," a term borrowed from the toy industry, and argues that it offers a historically grounded way to understand the design, development, and reception of early videogames in the United States during the 1970s and early 1980s. The author traces how toy companies such as Coleco, Mattel, and Milton Bradley shaped early console design, and how terms like play value and play patterns framed consoles like the Atari VCS, Odyssey, Fairchild Channel-F, and Intellivision. Drawing on the work of Stephen Kline, who defines play value in terms of the duration and intensity of a child's play, the paper highlights how the concept links a product's engaging use-value to its commercial exchange-value, connecting economics with affect.
The paper pursues three goals: a historical account of play value as a transitional concept that helped familiarize a new product category, an alternative conceptualization of gameplay and game mechanics beyond formalist approaches, and an analysis of play value's relationship to subjective player experience. Its central claim is that early designers, constrained by severe memory limitations, enhanced engagement by incrementally adding actions, movement, graphics, and variations to cartridges, a process exemplified by Atari VCS game variations and by sports titles that could be expanded feature by feature. This differs from classical accounts of game design that emphasize rules and challenge.
On the subjective side, the author proposes that play value signals sustained enjoyment and immersion grounded in "things to do" and symbol manipulation rather than the balance of skill and challenge associated with Csikszentmihalyi's flow theory. The paper draws on Heljakka's distinction between objective and subjective play value and on Myers's work on player-game relationships. The study is largely a qualitative historical and theoretical analysis, drawing on industry accounts such as Ralph Baer's memoir, academic literature on toys and games, and secondary histories of the Atari era, rather than on original survey or quantitative data.
DiGRA · 2014