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Encyclopedia of Play in Today's SocietyPub. date: 2009 | Online Pub. Date: May 18, 2009 | DOI: 10.4135/9781412971935 | Print ISBN: 9781412966702 | Online ISBN: 9781412971935| Publisher:SAGE Publications, Inc.
About this encyclopediaPlay as Mock War, Psychology of
Esther MacCallum-Stewart
In many games, warfare and conflict are fundamental aspects of gameplay, and additionally, in many games, social interaction and communication are essential tools in order for the game to function. Without the byplay of social interaction, conflicts and tensions cannot take place. Without conflicts and tensions, there can be no war. It is widely assumed that conflict is a fundamental psychological development within social grouping when resources become scarce. Unfortunately, we need to regard this primitive instinct as endemic to the way that we behave toward others. Warfare is not necessarily the outcome, but in situations which are specifically designated as playful, subversive, or otherwise allow behavior which can be absolved, the extremist response of mock warfare often surfaces. This can be seen, for example, in children's games, where emotional stimulus can lead to more and more hectic activities, and often acts such as fighting, squabbling, or simply very energetic ...
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