Fun Online / The Long Unlearning

Somewhere along the way you stopped being someone who plays

Nobody announces the end of play. It just thins out, one cancelled evening at a time, until the cupboard of dusty boxes becomes an archaeology of a person you used to be.

There is no ceremony for it. No one hands you a certificate confirming that you have aged out of mucking about. What happens instead is slower and harder to notice: the afternoons get shorter, the diary fills, and the things you used to do for no reason at all quietly lose their slot. You keep meaning to get back to them. Meaning to is the whole trick. A person can spend two decades meaning to, and in that time the muscle wastes, the friends drift, and the boxes on the top shelf acquire that particular soft grey fur that only settles on objects nobody has picked up in years.

Ask an adult why they no longer play and you will usually get one of two answers, both of them delivered with a slightly apologetic shrug. The first is that play is for children, which is a strange thing to believe given that nobody applies the same logic to eating, sleeping or singing in the car. The second is that they will get back to it once things settle down. Things do not settle down. Things have never settled down for anyone in the history of things. The waiting room you are sitting in has no door at the far end, and the magazines are terrible.

The reclassification is the interesting part. At some point play was moved out of the category of ordinary human activity and into two much smaller boxes. Box one is labelled childish, and everything in it is faintly embarrassing to be caught holding. Box two is labelled reward, and everything in it is available to you only once the work is finished. Both boxes are traps. The first one shames you out of the thing. The second one attaches the thing to a condition that will never be met, because work, in the modern arrangement, does not finish. It merely pauses to let you sleep.

It is worth being precise about what is lost, because the vague version of this argument gets waved away easily enough. What goes is not fun exactly, though fun goes too. What goes is a specific mode of attention: the state of being fully occupied by something that does not matter. Not distracted, which is a different and worse condition. Occupied. Absorbed in a problem you chose, whose stakes are entirely invented, in the company of people who have also agreed that the invented stakes are worth taking seriously for the next ninety minutes. There is not much else in adult life that produces that state, and almost nothing that produces it reliably.

The most persistent objection is that play is frivolous, and that a serious person has serious things to attend to. This gets the opposition wrong. Play is not the opposite of seriousness. Anyone who has watched two adults argue with genuine heat about whether a piece was placed before the timer stopped knows that play can be intensely serious. What play opposes is drudgery: activity you did not choose, whose rules you did not agree to, whose end you cannot see and whose point you have stopped asking about. Play is the same energy pointed at something you picked. That is the only real difference, and it is enormous.

So this is the magazine. It is about grown people playing, and about what it takes to start again after a long gap. It will look at what a game actually is, why the arbitrary rules are not a flaw but the entire mechanism, why a board on a table is one of the better excuses ever invented for seeing your friends, and how to play in a way that leaves everyone still wanting to play. It will not tell you that play makes you more productive. It does not, particularly, and that is not the argument. It is worth doing because it is good, in the way that a swim is good, and needs no further defence.