Abstract

In this essay, I revisit my claims about game structures and amend them by adding achievement-regulated games to previously analyzed time- and event-structured activities. In describing achievement formats, I discuss their heavy reliance on the world of work, their strong dependency on Suits’ lusory attitude, and their relative independence from constitutive rules. I argue that achievement-structured games carry disadvantages not shared by time- and event-regulated activities. I speculate that achievement gaming came first in our evolutionary history, but show that it still holds value for modern players and spectators.

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