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Play is not an inherent property of an object but a result of interaction. This interaction occurs between a player’s ludic attitude, the pragmatic context, and the situation's playability.
Dynamic Play. Play emerges from the interaction of player, environment, and situation, not from static game objects.
The concept of ludicisation provides a transformative framework for analyzing video games, shifting the focus from rigid, static definitions toward an understanding of games as dynamic, socio-cultural assemblages. By building upon the theories of Jacques Henriot, this perspective posits that play is not an inherent property of an object but a result of the interaction between a player’s ludic attitude, the pragmatic context of the environment, and the inherent playability of a situation. Consequently, games are viewed as historical formations, or ludic strata, that evolve continuously as they transition across different territories and cultural landscapes.
This analytical approach reveals that the characteristics of games are fluid rather than fixed, changing significantly as they move from niche origins—such as academic hacking cultures—into broader commercial markets like the arcade industry. By examining these shifts, it becomes clear that the boundaries between traditional gaming and everyday reality are increasingly porous. This evolution suggests that we are entering a new era where the application of ludic structures to non-traditional domains is fundamentally reshaping social and behavioral norms.
The research draws upon a robust interdisciplinary foundation, integrating seminal works from game studies, philosophy, and sociology to support its theoretical claims. By synthesizing these diverse perspectives, the study moves beyond traditional taxonomies to offer a more nuanced historical account of digital play. Ultimately, the findings suggest that as the process of ludicisation accelerates, scholars and industry observers must adopt more flexible analytical tools to capture the complex, ever-changing nature of how games function within contemporary society.
International Journal of Role-Playing · 2026