Photograph by Jodi Miller
I must be one insufferable little prick. As I navigate the Inception-like hallways of Halo: Reach’s Reflection map, a grin spreads slyly across my face. I’m armed only with a DMR, a score of 49 to 49, and a genuine lust for Blue Team blood. “Hallway’s clear,” signals my friend in a fuzz of chatter. It wasn’t. A blue figure jumps around the corner. My heart hesitates, but my finger doesn’t. The shot stays true.
“Competition has one goal: Determine a winner at the end,” writes Brian Campbell for The Escapist. Campbell’s theory about competition and play asserts that intense competition means “the feel of the game becomes far more serious…and less fun.”
But is play really divorced from competition?
Do they live separately, engaging in a failing long-distance relationship where Play decides there’s too much living to do to stay tied down to sweaty-sounding nouns? In a word: No. It’s an argument based on a term-confusion problem that runs rampant in videogame journalism.
Ask five people what videogames are and you might get five different answers: videogames are art; videogames are entertainment; videogames are interactive; videogames are social; videogames are a new form of storytelling. Those five people might …

