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Eludamos: Journal for Computer Game Culture
The collective, including Janine Fron, Celia Pearce, Jacqueline Morie and Tracy Fullerton, presents its work as a deliberate effort against play reserved for competitive winners.
The Ludica Collective, a group of game researchers and designers including Janine Fron, Celia Pearce, Jacqueline Morie, and Tracy Fullerton, presents its work as a deliberate effort to make play open to everyone rather than reserved for competitive winners. Emerging from informal salons and earlier collaborations, the collective pursues what it calls "interventions" into both the male-dominated mainstream game industry and academic game studies. Its signature approach relies on analog methods such as paper-and-pencil playtesting, board game modding workshops, and public play, including chalk-drawn games at SIGGRAPH that ended in a security intervention. The group's guiding slogan, "Play belongs to everybody," reflects a broader goal of building inclusive development methods, not merely gender-inclusive games, and draws on the New Games Movement and the work of Bernie DeKoven.
The collective's critique centers on the underrepresentation of women in game design and at industry venues such as the Game Developers Conference, where women are rarely invited to speak on design. Members argue that the belief that "there are no women game designers" discourages young women by denying them role models, and they describe plans for a survey of recent GDC programs and a list of potential speakers to press for change. A 2008 response to a GDC design panel that included no women provoked a blog debate that the members regard as their first openly contested intervention, prompting a constructive follow-up strategy.
The interview also documents the collective's collaborative, round-robin writing process and its reflections on race and class privilege as white academic women. Its research draws on non-digital sources including costume play anthropology, literature on domestic and gendered space, and historical board games. Two notable findings are that domestic space is nearly absent from digital games despite its prominence in novels, and that early American board game makers such as Parker Brothers depended heavily on women as factory workers and playtesters. The interview closes with the announcement of Ludica's public launch after roughly two years of development.