More nothing now
We are most human when we play freely, imaginatively, pointlessly. Gamification risks atrophying that most precious capacity- by Justin NeumanRead on Aeon.
The article distinguishes between two types of play. Agôn (from Greek, meaning conflict or struggle) refers to competitive play with clear rules, objectives, and scoring systems, such as traditional board games or sports. In contrast, paidia (a term coined by French sociologist Roger Caillois in 1958) describes free, spontaneous, and unstructured play without winners, scores, or optimization. The author illustrates this with an example of children repurposing the board game Settlers of Catan to create their own imaginary world, ignoring the game's original rules. While agôn is common in adult life, paidia is often absent, especially in digital spaces where leisure is gamified with leaderboards and metrics. The author argues that modern life prioritizes agôn, even in leisure, at the expense of paidia.
The article introduces the concept of value capture, a term used by philosopher C Thi Nguyen to describe how games simplify and prioritize certain values (like points or rankings) over the original purpose of the activity. For example, language-learning apps like Duolingo gamify learning by rewarding streaks and badges, turning curiosity into a competitive metric. Similarly, fitness apps transform exercise into a contest measured by leaderboards. This process, called value capture, replaces meaningful engagement with measurable outputs. Nguyen argues that when metrics dominate, the original intent of the activity—whether learning, running, or meditating—becomes secondary to achieving high scores. The result is a culture where leisure is no longer restorative but another form of work with its own guilt and pressure.
Dutch historian Johan Huizinga, in his 1938 book Homo Ludens, argued that play is not just a pastime but a fundamental force in human civilization. He believed that activities like law, philosophy, poetry, and even war emerge from the magic circle of play—a space where ordinary rules are suspended, and creativity flourishes. Huizinga feared that industrialization and professionalization would erode this playful spirit in Western society. The article suggests that this erosion has continued, with play being reduced to a tool for productivity or dopamine-driven consumption. Instead of fostering imagination, play has been instrumentalized, turning the magic circle into a mechanism for generating measurable outcomes rather than meaning.
The article highlights the importance of boredom as a condition for free play. It argues that unstructured time, such as idle moments during a commute, allows the mind to wander and engage in paidia. However, modern life often fills these moments with screens—social media, games, or apps—preventing the mind from entering a state of creative play. The author describes observing subway commuters absorbed in their phones, noting that even brief moments of unstructured time trigger discomfort. Research cited in the article suggests that boredom is not a problem but a necessary condition for creativity, where the mind can make unexpected connections. The article calls for reclaiming these moments of 'nothing' to foster free play.
Roger Caillois categorized play into four types, arranged on a spectrum between paidia (free, unstructured play) and ludus (structured, rule-based play). The four types are agôn (competition), alea (chance), mimicry (role-playing), and ilinx (vertigo, such as spinning until dizzy). The article notes that contemporary culture often collapses this spectrum into only agôn and ludus, ignoring the other forms of play. For example, digital games and apps typically emphasize competition and structure, leaving little room for paidia without agôn. The article points out that exceptions like Minecraft in creative mode or Lego allow for free, exploratory play, but these are exceptions rather than norms, often co-opted by corporate brands.
British psychoanalyst Donald W Winnicott, in his 1971 book Playing and Reality, argued that play is not just for children but a crucial part of adult life. He introduced the concept of transitional space, a zone neither fully private nor fully public where creativity and meaning emerge. Winnicott described this space as where 'imaginative living' occurs, contrasting it with compliance—living by external rules and metrics without genuine engagement. He claimed that creative apperception, the active engagement with the world, makes life feel worth living. The article suggests that modern life, with its focus on productivity and metrics, pushes people toward compliance, leaving little room for the transitional space where play and creativity thrive.
The article references Friedrich Schiller’s 1795 work On the Aesthetic Education of Man, where he argues that humans are torn between raw sensation and abstract order. Schiller proposed that the play drive integrates these two forces, making humans fully human only when they play. Similarly, Winnicott’s ideas align with this view, suggesting that play is essential for feeling real and whole. The article also mentions Aristotle’s concept of eutrapelia, a medieval virtue described by Thomas Aquinas, which refers to the habit of knowing when and how to play well. It argues that a good life requires practicing eutrapelia daily, not as a balance to work but as an intrinsic part of living meaningfully.
The article describes walking as a form of play for the mind, citing historical figures like Friedrich Nietzsche, Aristotle, Jean-Jacques Rousseau, and Albert Einstein, who found that walking facilitated deep thinking. Contemporary research supports this: a 2014 study by Marily Oppezzo and Daniel Schwartz at Stanford University found that walking increased divergent thinking—the ability to generate multiple solutions to open-ended problems—by approximately 60%. The study noted that even walking on a treadmill facing a blank wall produced similar results, suggesting that rhythmic motion, rather than scenery, enhances creativity. The author shares a personal experience of composing lectures while walking, describing it as a form of play where the mind assembles ideas without conscious effort.
The article discusses *ilinx*, a type of play involving vertigo and disorientation, such as spinning until dizzy or running without a finish-line goal. The author relates this to ultramarathon running, where the journey itself is the destination, and the goal exists to make the experience of striving possible. Similarly, the author’s son engages in unstructured play at a workbench, crafting objects from metal, wood, and stone without external goals or markets. The article argues that play pursued for its own sake—without metrics, competition, or market value—leads to generosity and creativity. It concludes that wherever adults build or stumble into *transitional space*, play is doing its work, even if no score is kept.

