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European Conference on Games Based Learning (ECGBL)
The social dimension runs from micro to macro scales, while the technical dimension classifies games by infrastructural complexity.
This paper proposes an interdisciplinary socio-technical framework for a Pedagogy of Play, aiming to integrate playful interaction more deeply into everyday life, education, and professional practice rather than to normalize games as a category. It begins with an etymological comparison of "play" and "game" across languages, then surveys play across instinctive, transformative, therapeutic, educational, cultural, gamified, resistant, and systemic dimensions, drawing on thinkers such as Huizinga, Caillois, Vygotsky, Piaget, and Flusser. The author treats games as materializations of play and as cultural evidence, arguing that they carry the political ideologies and material conditions of their makers and players.
The core contribution is a two-axis framework. The social dimension arranges play along a continuum from micro to macro scales: perceptual, creative, interpersonal, cultural, and global. The technical dimension classifies games by their infrastructural complexity: conceptual, corporeal, material, relational, and systematic. Combining these produces a matrix in which activities such as chess, sudoku, or competitive sports are positioned according to their scale and structure, and the author uses chess as a worked case to show how one game yields distinct play experiences in different contexts. The paper is primarily conceptual and theoretical, without empirical data, survey samples, or quantitative findings; the framework is explicitly presented as an open, provisional model.
In its discussion and conclusions, the paper argues that games and play should be understood as recursive, emergent systems shaped by player agency, and that a pedagogy of play must ensure equitable access to self-determination. It contends that contemporary societies, oriented toward managing crisis, have diminished space for play, and it positions play as a means of reconstructing meaning and recycling inherited cultural metaphors toward more significant learning.
European Conference on Games Based Learning (ECGBL) · 2026