Fun

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Children having fun playing with snow Snowball fight at China.jpg
Children having fun playing with snow
Surfers enjoying their sport Two surfers.jpg
Surfers enjoying their sport

Fun is defined by the Oxford English Dictionary as "light-hearted pleasure, enjoyment, or amusement; boisterous joviality or merrymaking; entertainment". [1]

Contents

Etymology and usage

The word fun is associated with sports, entertaining media, high merriment, [2] and amusement. Although its etymology is uncertain, [1] it has been speculated that it may be derived from Middle English fonne (fool) and fonnen (the one fooling the other). [3] An 18th century meaning (still used in Orkney and Shetland [1] ) was "cheat, trick, hoax", a meaning still retained in the phrase "to make fun of". [4]

The landlady was going to reply, but was prevented by the peace-making sergeant, sorely to the displeasure of Partridge, who was a great lover of what is called fun, and a great promoter of those harmless quarrels which tend rather to the production of comical than tragical incidents.
Henry Fielding, The History of Tom Jones, a Foundling (1749) [5]

The way the word fun is used demonstrates its distinctive elusiveness and happiness. Expressions such as "Have fun!" and "That was fun!" indicate that fun is pleasant, personal, and to some extent unpredictable. Expressions such as "I was making fun of myself" convey the sense that fun is something that can be amusing and not to be taken seriously. The adjective "funny" has two meanings, which often need to be clarified between a speaker and listener. One meaning is "amusing, jocular, droll" and the other meaning is "odd, quirky, peculiar". These differences indicate the evanescent and experiential nature of fun and the difficulty of distinguishing "fun" from "enjoyment". [6]

Fun's evanescence can be seen when an activity regarded as fun becomes goal-oriented. Many physical activities and individual sports are regarded as fun until the participant seeks to win a competition, at which point, much of the fun may disappear as the individual's focus tightens. Surfing is an example. If you are a "mellow soul" (not in a competition or engaging in extreme sport) "once you're riding waves, you're guaranteed to be having fun". [7]

The pleasure of fun can be seen by the numerous efforts to harness its positive associations. For example, there are many books on serious subjects, about skills such as music, mathematics and languages, normally quite difficult to master, which have "fun" added to the title. [8] [9] [10]

Activities

Many physical activities provide opportunities to play and have fun. Not only can these activities be fun, but can also improve physical and mental states.

Psychology

World War II era employment poster about the importance of fun "Fun, off the job keeps him on the Job" - NARA - 514789.jpg
World War II era employment poster about the importance of fun

According to Johan Huizinga, fun is "an absolutely primary category of life, familiar to everybody at a glance right down to the animal level." [11] Psychological studies reveal both the importance of fun and its effect on time perception, which is sometimes said to be shortened when one is having fun. [12] [13] As the adage states: "Time flies when you're having fun".

It has been suggested that games, toys, and activities perceived as fun are often challenging in some way. When a person is challenged to think consciously, overcome challenge and learn something new, they are more likely to enjoy a new experience and view it as fun. A change from routine activities appears to be at the core of this perception, since people spend much of a typical day engaged in activities that are routine and require limited conscious thinking. Routine information is processed by the brain as a "chunked pattern": "We rarely look at the real world", according to game designer Raph Koster, "we instead recognize something we have chunked, and leave it at that. [...] One might argue that the essence of much of art is in forcing us to see things as they really are rather than as we assume them to be". [14] Since it helps people to relax, fun is sometimes regarded as a "social lubricant", important in adding "to one's pleasure in life" and helping to "act as a buffer against stress". [15]

For children, fun is strongly related to play and they have great capacity to extract the fun from it in a spontaneous and inventive way. Play "involves the capacity to have fun – to be able to return, at least for a little while, to never-never land and enjoy it." [15]

Physiology

Some scientists have identified areas of the brain associated with the perception of novelty, which are stimulated when faced with "unusual or surprising circumstances". Information is initially received in the hippocampus, the site of long-term memory consolidation, where the brain attempts to match the new information with recognizable patterns stored in long-term memory. When it is unable to do this, the brain releases dopamine, a chemical which stimulates the amygdala, the site of emotion, and creates a pleasurable feeling that is associated with the new memory. [16] In other words, fun is created by stimulating the brain with novelty.

With the emergence of entertainment industry, fun is sold as a consumer product in the form of games, novelties, television, toys and other amusements. Marxist sociologists such as the Frankfurt School criticise mass-manufactured fun as too calculated and empty to be fully satisfying.[ citation needed ] Bill Griffith satirises this dysphoria when his cartoon character Zippy the Pinhead asks mechanically, "Are we having fun yet?" In The Beatles song "She's Leaving Home" fun is called "the one thing that money can't buy." [17]

See also

Related Research Articles

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Perception is the organization, identification, and interpretation of sensory information in order to represent and understand the presented information or environment. All perception involves signals that go through the nervous system, which in turn result from physical or chemical stimulation of the sensory system. Vision involves light striking the retina of the eye; smell is mediated by odor molecules; and hearing involves pressure waves.

Pleasure is experience that feels good, that involves the enjoyment of something. It contrasts with pain or suffering, which are forms of feeling bad. It is closely related to value, desire and action: humans and other conscious animals find pleasure enjoyable, positive or worthy of seeking. A great variety of activities may be experienced as pleasurable, like eating, having sex, listening to music or playing games. Pleasure is part of various other mental states such as ecstasy, euphoria and flow. Happiness and well-being are closely related to pleasure but not identical with it. There is no general agreement as to whether pleasure should be understood as a sensation, a quality of experiences, an attitude to experiences or otherwise. Pleasure plays a central role in the family of philosophical theories known as hedonism.

<span class="mw-page-title-main">Boredom</span> Mental state experienced when an individual is left without anything to do

In conventional usage, boredom, ennui, or tedium is an emotion characterized by uninterest in one's surrounding, often caused by a lack of distractions or occupations. Although, "There is no universally accepted definition of boredom. But whatever it is, researchers argue, it is not simply another name for depression or apathy. It seems to be a specific mental state that people find unpleasant—a lack of stimulation that leaves them craving relief, with a host of behavioral, medical and social consequences." According to BBC News, boredom "...can be a dangerous and disruptive state of mind that damages your health"; yet research "...suggest[s] that without boredom we couldn't achieve our creative feats."

<span class="mw-page-title-main">Sexual stimulation</span> Stimulus that causes and maintains sexual arousal

Sexual stimulation is any stimulus that leads to, enhances and maintains sexual arousal, and may lead to orgasm. Although sexual arousal may arise without physical stimulation, achieving orgasm usually requires it.

<span class="mw-page-title-main">Curiosity</span> Quality related to inquisitive thinking

Curiosity is a quality related to inquisitive thinking such as exploration, investigation, and learning, evident in humans and animals. Curiosity helps human development, from which derives the process of learning and desire to acquire knowledge and skill.

Motivational salience is a cognitive process and a form of attention that motivates or propels an individual's behavior towards or away from a particular object, perceived event or outcome. Motivational salience regulates the intensity of behaviors that facilitate the attainment of a particular goal, the amount of time and energy that an individual is willing to expend to attain a particular goal, and the amount of risk that an individual is willing to accept while working to attain a particular goal.

Kinesthetic learning, kinaesthetic learning, or tactile learning is learning that involves physical activity. As cited by Favre (2009), Dunn and Dunn define kinesthetic learners as students who prefer whole-body movement to process new and difficult information. However, scientific studies do not support the claim that using kinesthetic modality improves learning in students identified as kinesthetic learning as their preferred learning style.

<span class="mw-page-title-main">Raph Koster</span> American video game designer and entrepreneur

Raphael "Raph" Koster is an American entrepreneur, game designer, and author of A Theory of Fun for Game Design. Koster is widely recognized for his work as the lead designer of Ultima Online and the creative director behind Star Wars Galaxies. From 2006 until 2013 he worked as the founder and president of Metaplace producing a Facebook game platform.

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<span class="mw-page-title-main">Reward system</span> Group of neural structures responsible for motivation and desire

The reward system is a group of neural structures responsible for incentive salience, associative learning, and positively-valenced emotions, particularly ones involving pleasure as a core component. Reward is the attractive and motivational property of a stimulus that induces appetitive behavior, also known as approach behavior, and consummatory behavior. A rewarding stimulus has been described as "any stimulus, object, event, activity, or situation that has the potential to make us approach and consume it is by definition a reward". In operant conditioning, rewarding stimuli function as positive reinforcers; however, the converse statement also holds true: positive reinforcers are rewarding.

<span class="mw-page-title-main">Euphoria</span> Intense feelings of well-being

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<span class="mw-page-title-main">Frisson</span> Psychophysiological response to rewarding auditory or visual stimuli

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<span class="mw-page-title-main">Desire</span> Emotion of longing for a person, object or outcome

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References

  1. 1 2 3 "fun" . Oxford English Dictionary (Online ed.). Oxford University Press.(Subscription or participating institution membership required.)
  2. Bailey, Nathan (1775). An universal etymological English dictionary: comprehending the derivations ... R. Ware, W. Innys. pp. FU. ISBN   978-1-234-36393-2.
  3. Andreyev, Judith (2005). Wondering about Words: D'où Viennent Les Mots Anglais ?. Bréal; BREAL. p. 26. ISBN   978-2749503059.
  4. Cousineau, Phil (2012). The Painted Word: A Treasure Chest of Remarkable Words and Their Origins. Cleis Press. p. 156. ISBN   978-1-936740-25-3.
  5. Fielding, Henry (1749). The History of Tom Jones, a Foundling. Penguin Books (1966). pp. 458 (Book 9, Ch.6).
  6. Alan Dix. "Fun Systematically" (PDF). Archived from the original (PDF) on 2011-06-13. Retrieved November 1, 2010.
  7. Alderson, Alf (2008). Surfing: A Beginner's Guide. Chichester, England: John Wiley & Sons. Preface. ISBN   978-0-470-51654-6.
  8. Matz, Carol (2003). Famous & Fun Classic Themes – 13 Appealing Arrangements for Early Elementary to Elementary Pianists. Alfred Music Publishing.
  9. de Guzmán, Miguel (2000). The Countingbury Tales: Fun With Mathematics. River Edge, NJ, Covent Garden, London: World Scientific Publishing Company. ISBN   978-981-02-4032-5.
  10. Akiyama, Nobuo; Carol Akiyama (1999). Learn Japanese (Nihongo): The Fast and Fun Way. Barron's Educational Series. ISBN   978-0-7641-0623-1.
  11. Bruce C. Daniels (1995-08-15). Puritans at Play. Leisure and Recreation in Colonial New England. St. Martin's Press, New York, 1995. p. xiii. ISBN   978-0-312-12500-4.
  12. Sackett, A.; Meyvis, T.; Nelson, L.; Converse, B.; Sackett, A. (2010). "You're having fun when time flies: the hedonic consequences of subjective time progression". Psychological Science. 21 (1): 111–117. CiteSeerX   10.1.1.719.8861 . doi:10.1177/0956797609354832. PMID   20424031. S2CID   14988552.
  13. Glynn, Sarah (August 2012). "Why Time Flies When You're Having Fun". Medical News Today. Retrieved 2013-02-06. Just being content or satisfied may not make time fly, but being excited or actively pursuing a desired object can.
  14. Koster, Raph (2010). Theory of Fun for Game Design. O'Reilly Media, Inc. p. 22. ISBN   978-1-4493-1497-2.
  15. 1 2 Urdang, Esther (2008). Human Behavior in the Social Environment: Interweaving the Inner and Outer Worlds (2nd ed.). Taylor & Francis. p. 445. ISBN   978-0-7890-3417-5.
  16. Sprenger, Marilee B. (2009). The Leadership Brain For Dummies. John Wiley & Sons. p. 50. ISBN   978-0-470-60005-4.
  17. Mark Blythe, Marc Hassnzahl (2004), "The Semantics of Fun", Funology, Springer, pp. 91–100, ISBN   978-1-4020-2966-0

Further reading