The Impossible Reversal: A History of How We Play

· U of Minnesota Press
Ebook
352
Pages
This book will become available on February 24, 2026. You will not be charged until it is released.

About this ebook

Tracing the cultural history of play—from Fluxus to SimCity

Games and gamified activities have become ubiquitous in many adults’ lives, and play is widely valued for fostering creativity, community, growth, and empathy. But how did we come to our current understanding of what it means to play? The Impossible Reversal charts the transformation of notions of playfulness beginning in the second half of the twentieth century, when a legion of artists, academics, and engineers developed new ways of theorizing, structuring, and designing ludic activity.

Through examples ranging from experimental Fluxus games to corporate role-playing exercises and from the Easy Bake Oven to Tetris, The Impossible Reversal presents four styles of playfulness characteristic of the “era of designed play”: the impossible reversal, which puts a player in a seemingly hopeless scenario they must upend with a tiny gesture; expending the secret, which involves silly rules that gain an obscure power and require players to embrace failure; simulated freedom, a satiric criticism of the ordinary world; and oblique repetition, a way of playing that stumbles toward unimaginable outcomes through simple, meaningless, and endlessly iterated acts.

A unique genealogical account of play as both concept and practice, The Impossible Reversal illuminates how playfulness became essential for understanding cultural, technical, and economic production in the United States.

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About the author

Peter D. McDonald is assistant professor of design, informal, and creative education in the Department of Curriculum and Instruction at the University of Wisconsin–Madison.

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