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DiGRA
Griffin's essay argues that the button, despite its enduring centrality, limits the medium's expressive development. The paper was presented at DiGRA 2005.
Griffin's essay "Push. Play" argues that the button, despite its enduring centrality to video game interaction, represents a significant limitation on the medium's expressive development. Presented at the DiGRA 2005 conference, the paper traces the button's role from early home consoles and arcade machines back to the flipper controls of 1947's pinball game Humpty Dumpty, and it contends that the button's generality and clarity have made it a near-universal control method. The author's central thesis is that this reliance reflects a cognition-centered approach to game design that disregards the body's abilities, and that the field would benefit from revising the button rather than replacing it, with the aim of preserving its simplicity while adding tangible, embodied interaction.
The analysis draws on game studies and theories of play, including the concept of the "magic circle," to explain why the button succeeds: it reduces friction between player intent and in-game action, allowing players to focus on the game world rather than the device. Griffin also examines the button's physical nature as a biased electrical switch, arguing that it reduces gesture to instantaneous symbolic choice and cannot capture the nuance of corporeal expression. Drawing parallels with musical instrument design, where physicality is linked to expressiveness and performer intimacy, he concludes that the button's inability to support embodied interaction is a meaningful obstacle to the medium's growth as an expressive art form.
The paper is primarily conceptual and historical rather than empirical, relying on a review of game history, human-computer interaction literature, and writings on play, music, and manual interaction rather than on survey data or experimental results. Its geographic scope is implicit and centered on Anglophone console and arcade traditions, and its historical coverage spans from early electromechanical games to the Nintendo GameCube era. The author ultimately leaves open whether a button system can simultaneously preserve generality and clarity while supporting tangible, expressive input, presenting this as an unresolved design question rather than a settled conclusion.