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During dark play, some of the players are not normally aware of their involvement in the game, for example, a con game. It is the form of paly that normally involves fantasies, luck, daring, deception and invention. Dark play can normally be private, and it is only the player that may be aware of their engagement. It can normally erupt suddenly and can involve a bit of micro play that seizes a player resulting to a quick collapse. This can normally be in the form of a wisecrack, a delirium or it may involve a deadly risk. Dark play tends to subvert orders, breaking of rules and it may involve the dissolution of frames. During dark play, the play is normally in danger of destruction. The dangers that may result to the destruction of the playing process include; cases of spying, and con games. Dark play cannot normally be compared to the carnival because the inversions in clown plays are normally sanctioned by the authorities and they are, therefore, considered legal. Dark play is normally subversive, and it agendas tend to be hidden. In dark play, the players are normally rewarded through disruption or deceit (Huizinga, 187).
Dark play being a form of paly that involves deception or subversion, it is evident that some the players are not normally aware of their involvement in the game. This form of paly normally lacks meta-communication, as the players tend to think it is just play without thinking of its consequences. It tends to occur mostly in instances where contradictory realities tend to co-exist. In this instance, the player assumes that each instance is likely to cancel out the other. An example illustrating dark paly is evident in the creation of a flash mob. The flash mob is normally a group of people interacting through the use of electronic media with an intention to gather at a predetermined site, in order to perform a brief, but silly action. These people are normally seen to disperse as soon as they finish performing the
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