Startseite Battlefields of Play & Games: From a Method of Comparative Ludology to a Strategy of Ecosophic Ludic Architecture
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Battlefields of Play & Games: From a Method of Comparative Ludology to a Strategy of Ecosophic Ludic Architecture

  • Stavros A. Mouzakitis EMAIL logo
Veröffentlicht/Copyright: 15. Juli 2025

Abstract

This article offers a new theoretical method of Comparative Ludology, aiming for an interdisciplinary exploration of Play&Games, analyzing their philosophical, theoretical, and architectural dimensions, along with aspects of their political history, from war-games to the war-of-games. As a general conclusion, it introduces the hypothesis of the “Immanence of Play”: the notion that everything may be viewed as a form of play/game, shifting focus from essentialist definitions to dynamic processes. The article ends up focusing on “Serious” Games for Environmental “Edutainment,” outlining a new game-design and gamification strategy, grounded in political ecology and the triadic concept of “ecosophy.”

1 Introduction

The terms Play&Games refer to well-acknowledged, intertemporal, and cross-cultural phenomena, with the status of an anthropological (or even cosmological) “constant.” As such, they include a particularly extensive and multimodal set of activities, regulatory systems, material, and digital objects – products, along with their corresponding meanings and values, which play a decisive role in all aspects of (not only human) life.

Corresponding to the phenomena, the concepts of Play&Games also seem to be governed by a great semantic breadth, as they possess a multitude of specific meanings (literal and metaphorical), with varied cultural and political dimensions and corresponding interpretations. This is evident in the wide range of playful behavior (along with its specific forms, genres, types, modes, and places) and by the great variety of phrasal expressions in which the words play and game are involved.

Both as theoretical elements (with their multiple definitions or “essences”) and as practical conditions (with their multiple aspects or “phenomena”), play and games have been studied in depth by a multitude of scholars (psychologists, pedagogues, anthropologists, sociologists, political thinkers, philosophers, but also economists, mathematicians, biologists, as well as designers-artists), already from the middle of the nineteenth century and the beginning of the twentieth century, confirming from different angles their peculiar, ever-expanding and probably “immanent” cultural (and political) significance.

In that context, this article offers a new theoretical method of Comparative Ludology, aiming for an interdisciplinary exploration of Play&Games, aiming to highlight, clarify, and map their multiple meanings and applications, their philosophical, scientific, and artistic approaches, along with their architectural aspects (their forms, structures, modalities, and places), the types of activity and enjoyment they activate, their functional and constructional dimensions, their aesthetic and ethical values, the political views they reflect.

That leads to a short study of a Political History of Play, from War-Games to the War-of-Games. Subsequently, by combining established philosophical views on play (e.g., its “Indeterminacy,” “Ambiguity,” “Subjectivity,” “Universality,” etc.), the article concludes by forming a hypothesis on the “Immanence of Play”: the idea that everything can be perceived as a game, which prompts to a theoretical turn “from the Essence to the Process” of Play, i.e., from the pursuit of its single definition, to the understanding of its multiple kinds and their political significance.

The article ends up focusing on Serious Games for Environmental “Edutainment,” in ways that point to the evaluative direction of Political Ecology, as expressed by the concept of “Ecosophy,” meant as an Ecological Philosophy, based on an “ethico-political articulation of Environmental, Social and Mental Ecology” [Guattari, 1990], outlining a strategy of an architectural game-design “Ludic Ecosophic Architecture.”[1]

1.1 Game Studies: The Rise of a New Cultural “Ludic Turn”

The notions of Play&Games have emerged in recent years as prominent objects of basic and applied research (even as basic methodological tools) for a wide range of cognitive fields, related both to the social and human sciences and to the “positive” sciences and techno-sciences. Revelatory of this intensified interest in Play&Games is the relatively recent emergence of the interdisciplinary field of Game Studies or Gameology/Ludology, which includes the sector of Game Design, as a field of creative – artistic expression, as well as scientific research (Game-Design Research).

The formation and development of Game Studies can be considered a consequence of the explosive growth of the Video-Game Industry, which, as a productive sector, surpasses the equivalent of Cinema, while, as a field of research, is eminently related, through mutual feedback, to the leaps and bounds in the fields of digital computing and Artificial Intelligence technologies, reasonably assessed as most pivotal in the context of modern cultural conditions, directly affecting all aspects of everyday life. As many media scholars confirm, in the last two decades, life in modern societies has been increasingly overwhelmed by pervasive digital technologies, playful or gamified interactive applications, devices, design practices, construction techniques, as well as by expressive forms, analogies, metaphors, attitudes and social identities derived from video games.

This growing adoption of digital technologies related to games which extend to all areas of daily life (from culture, entertainment, and education, to health, economy, work, production, urban – political management, etc.) constitutes a source of individual and collective experiences, which functions as a means of total cultural reformation, as happened in other times with typography, literature, cinema, and television. Furthermore, these practices are rapidly leading to a kind of coupling between elements of material and digital space, under a new type of “hybrid” space, in a way that tends to question the traditional boundaries of the “magic circle” of play (distinguishing it from the rest of “reality”), to a point that reaches a cultural condition where Play&Games can be understood as “ubiquitous.”

A typical example of this looming new “Ludic Turn” in culture (after the one that occurred around the middle of the twentieth century) is the references to the rise of a “Ludic Society” (Stenros, Montola & Mayra 2007),[2] to the “Ludification of Culture” (Raessens: 2006, 2012),[3] to a “Ludic Language,” (Flanagan, 2015),[4] to a “Ludic Architecture” (Walz, 2010),[5] to a “Gameful World” (Walz, Deterning, 2015),[6] reaching to form ideas about the new anthropological type of “Homo Ludens Digitalis[7]” Accordingly, about 10 years after 2001, when Espen Aarseth announced the “Year Zero” of Game Studies,[8] Seth Priebatsch (2010) welcomed us into a “Decade of Games,”[9] while 5 years later Eric Zimmerman (2015) came to speak for a “Ludic Century.”[10]

2 Toward a Method of Comparative Ludology

As the general “zeitgeist” of the historical era through which we pass tends to favor interdisciplinary approaches, the author’s work wishes to extend the established movement toward a synthesis of knowledge from various cognitive fields and scientific disciplines, emphasizing precisely their “interplay.” In that direction, the first part of my research focuses on the development of a theoretical method of “Comparative Ludology,” intending to highlight, clarify, map, and provide a critical review of the different approaches, meanings, types, and applications of Play&Games. I evaluate this method as capable of offering an integrated framework, which can demonstrate the special position and value of each approach (old, young, new, or even future) in relation to the others – and to the “hyper-structures” in which they are included (historical, scientific, and philosophical) – but also to attribute the “surplus value” of the synergy that can result from their co-critical study for all potential recipients: theorists, philosophers, scientists, artists, designers, and of course (all other) players.

2.1 5 + 1 Approaches on Play&Games

Specifically, the research starts from the identification and presentation of six basic theoretical relative (more or less inter-related) approaches, along with their corresponding fields – disciplines. These are further analyzed in more detail in respective chapters, under titles that come from basic key words (functioning as conceptual identifiers). Here follows a brief description of each approach:

A) Play-Theories (Pedagogy-Education, Psychology, Psychoanalysis): Play&Games as a (bio-evolutionary) means of psychosomatic development, education, and therapeutic practice.

Play Theories are mainly associated with fields of Pedagogy and Psychology (developmental, cognitive, social, etc.), along with branches of Psychotherapy and Psychoanalysis (Playtherapy), as they focus on the importance of Play&Games during the process of bio-psycho-social development of children, in the context of their social environment, highlighting their catalytic role for shaping, maintaining and strengthening their perceptual, learning and creative abilities along with their significance for more effective modern psycho-therapeutic processes.[11] Play theories also include a variety of distinct approaches regarding bio-evolutionary, social, and psychologic explanations of play and have been recently categorized between classical and contemporary.[12]

More specifically, classical play theories treat play as a means of Practice-Preparation (K. Groos[13]), Recreation-Relaxation (M. Lazarus), Release of excessive energy (F. Schiller, H. Spencer), “Recapitulation” (S. Hall) etc., while modern play include theories of Cognition (Piaget,[14] Vygotsky[15]), Psychoanalysis (Freud, Ericson, Winnicott[16]), Stimulation (Berlyne, Ellis[17]), Bio-functionality (Buytendijk),[18] “Meta-communication” (Bateson[19]), etc. In this context, a basic distinction sees play as a means either of personal expression or of social adjustment (or at some place in between).

B) Homo-Ludens (Social Anthropology, History): Play&Games as intertemporal cross-cultural phenomena, fundamental parameters of every cultural form-structure.

The title refers to a theoretical approach which sets forth from an anthropological and sociological point of view, based on the homonymous work of the Dutch historian Johan Huizinga (Homo Ludens, 1938), who attempts to highlight the great and intertemporal importance of the various forms of Play&Games for the emergence, development, and understanding of all socio-cultural complexes.[20] This work was expanded by the French anthropologist Roger Caillois (Les Jeux et les Hommes, 1958), who proposed a division of play into four types of games (Agon, Alea, Mimicry, Ilinx) depending on the prevailing role of Competition, Chance, Pretense, or Vertigo, respectively.

Additionally, Caillois proposed a conceptual dichotomy between the “tences” of Paidia and Ludus, depending on whether games approach, respectively, the element of cheerful carelessness and spontaneous imagination (without predetermined rules) or that of disciplined seriousness and strenuous (mental and/or physical) effort (with pre-planned rules). Furthermore, Caillois highlighted the importance of a distinction between socially prevailing or marginalized game-types, from where he aspired to form a vision for a general “Sociology based on games” (essentially expanding the established sociological analysis of certain games).[21]

C) Philosophy of Sports (Sociology, Ethical/Moral – Political – Aesthetical Philosophy): physical Play&Games as objects of historical sociological study and philosophical reflection.

As another distinct approach to Play&Games, in the tradition of Homo Ludens, Philosophy of Sports focuses on sports, which recognizes as a special type-category of physical play/games, essentially distinct from other games, so as to require independent analysis, as objects of historical sociological study and deep philosophical reflection, regarding a wide spectrum of moral–ethical, social, political, aesthetical, cognitive, historical, ontological, and existential issues.

The main issues raised in this context concern the aesthetics of the athletes’ performances and technique, with an emphasis on the concept of excellence, the analysis, and understanding of individual and team strategy, the logic and evolution of regulatory systems, the social values of individual sports, the “metaphysics” of sports as a component of human nature, sports ethics, cheating, violence, the role of spectators, the position of people with disabilities, the relationship between the sexes and races, etc.

Philosophy of Sports has its roots at least in Ancient Greece, but has experienced a revival since the late 1960s, mainly through the works of Howard Slusher (1967),[22] Paul Weiss (1969),[23] and Bernard Suits (1973).[24]

D) (Evolutionary) Game-Theory (Mathematics, Economics, Biology, Informatics, Philosophy): Play&Games as specific mathematical objects, tools of interdisciplinary analytical research.

From a point of view closer to the “positive” sciences and the analytic (Anglo-Saxon) philosophical tradition (typically excluded from traditional game-studies), the well-known approach of “Game Theory” is defined as “the mathematical study of decision-making strategies in mathematical models of conflict or cooperation between intelligent and rational decisions subjects” (R. B. Myerson, 1991[25]), or more comprehensively as “Interactive Decision Theory.” Since the 1970s, Game-Theory has been gradually applied to Evolutionary Biology and extended to non-rational subjects acting in the context of natural ecosystems, forming the field of Evolutionary Game Theory (Maynard Smith, 1974[26]).

In the context of Game Theory, games constitute mathematical objects, which should clearly define: a) the players (the number, their position, etc.), b) the information they have at their disposal, c) the actions/operations they can perform, and d) the results (or payoffs) of each operation. Since then, GT has been an “umbrella” term in the context of “Decision Science,” which focuses on the processing of data by the respective actors-players, which can include not only humans but also other living organisms, as well as software programs, “intelligent” machines, etc. It is now widely recognized as an important analytical tool for a multitude of cognitive fields, such as sociology, anthropology, computer science, political science, social psychology, and of course philosophy.[27]

E) World-Play/Game of the Cosmos (Onto-theology, Continental Philosophy): Play&Games as conceptual tools for a non-metaphysical ontological worldview.

Another approach (perhaps the least widespread) concerns a special “metaphorical” meaning Play&Games for philosophy and in particular for the sphere of onto(theo)logy, with ramifications in matters of science, epistemology, politics, ethics, aesthetics, etc. In particular, the approach constitutes a stream of post-modern (meta-philosophical) thinking, closer to the “continental” tradition, which recognizes play as one of the elementary forces of Nature, in a sense that has been proposed as a theoretical vehicle toward a non-metaphysical worldview.

The development of this stream of philosophical thought traces its origin to Heraclitus, especially in the way he provided a main source of inspiration for the philosophy of F. Nietzsche, until reaching its main points of reference in the works of Eugene Fink[28] (Game as a Symbol of the World, 1960) and Kostas Axelos (The Game of the World, 1969).[29] The same current can also include aspects of the work of L. Wittgenstein, A. Watts, J. Derrida, G. Deleuse, J. Beaudrillard, L. Irigaray, etc.[30]

F) (Architectural) Game-Design (Interactive Arts, Design Research): Play&Games as objects of design, means of artistic expression, and educational entertainment (“edutainment”).

In this section, Play&Games are examined as objects of design creation, being the result of specific decision-making (and action-taking) processes on behalf of designers (individuals or groups) with the aim of creating new games, capable of activating interesting, specifically meaningful activities (mainly recreational and educational), through a structured (loosely or strictly) system of rules, goals, mechanisms, modes of interaction, and spatial associations.

Thus, Game Design can generally be defined as the Art of applying design principles and values ​​(functional, aesthetic, and ethical) to the creation (invention, development, and implementation) of a new game.[31] The game can be designed or improvisational, functioning as a medium, a tool, or a method, with the main purpose of interactive entertainment, but also (alternative) education (Play/Game-Based Learning), artistic expression, intellectual practice, psychotherapeutic – psychoanalytic practice, theoretical – philosophical study, scientific – research experimentation, commercial exploitation, or any combination of these.

2.2 Places of Play: The Space of Play&Games

Choosing a game means choosing an architecture. [32]

The above developments could not of course leave the field of architecture and urban planning unaffected. It is indicative that at least during the last 20 years, the publication of studies and discussions focusing on the relationship of play with issues of space, architecture, and urban planning has increased rapidly. On this basis, my approach aspires to synthesize multiple views on the relatively distinct fields of Game Design and Architectural Design, under a single “spatial” lens, proposing the formation of an expanded field of “Architectural Game-Design.”

To this end, my theoretical framework is explicitly based on the notion of “Ludic Architecture,” as proposed by Steffen Walz (2010),[33] whose work aims to formulate an integrated analytical model for the understanding of the multiple spatiotemporal elements, dimensions, types, modes, and places of play (or “playces”),[34] in relation to their design process.

The “starting point” of this wider approach is that every game occurs in some kind space.[35] On that basis, Walz models a conceptual distinction between “PlaySpace” and “GameSpace.” These two aspects include various individual dimensions, which are presented in detail and finally put into correlation. In that context, based on the theory of the pioneer psychologist,[36] Walz proposes a new “architectural” definition of play, as “a specific kind of rhythmic movement (physical or virtual), which connects the player with a “play-other”, which can be a) other players, b) objects, c) the game environment”.[37]

2.3 Toward a New “Ludic Architecture”

Based on Walz’s view, my approach aims at formulating a renewed model, which I believe to be enriched, more simplified, and coherent, as it is not based on the (problematic in some aspects[38]) distinction between Playspace and Gamespace (and their multiple dimensions), but on a new conceptual, structural, and functional distinction among the play-game dimensions of:

  1. Space, with its limits and internal movement possibilities;

  2. Objects, with their specific qualitative and quantitative properties;

  3. Kinds (Forms – Genres), with the particular pleasures they stimulate;

  4. Players (Gamers), with their particular preferences – desires for types of enjoyment;

  5. Designers, with the particular abilities, principles, and values under which they design;

  6. Context, with its Cultural (Historical, Social, Political, etc.) characteristics (Figures 14).

Figure 1 
                  Graph-diagram A: the “Micro-Physics” of Play&Games.
Figure 1

Graph-diagram A: the “Micro-Physics” of Play&Games.

Figure 2 
                  Graph-diagram B: Play/Game types.
Figure 2

Graph-diagram B: Play/Game types.

Figure 3 
                  Table A: A renewed model of kinds of play-pleasures and player-types.
Figure 3

Table A: A renewed model of kinds of play-pleasures and player-types.

Figure 4 
                  Table B: Types of Play/Games, according to certain criteria.
Figure 4

Table B: Types of Play/Games, according to certain criteria.

Departing from this theoretical framing of Play&Games, I make an attempt to present various game types, in relation to a) their scale of address or level of reference (Individual, Collective, and Planetary) and b) their specific spatiotemporal dimensions – modalities. In particular, reference is made to:

  1. Imaginary Space Games, which are played in “zero-dimensional” individual mental spaces, i.e., games of fantasy, inspiration, etc., or also collective games of speech, communication, etc., as well as games placed in Possible or Improbable Worlds (Utopias, Dystopias, etc.) or in Outer Space.

  2. Real/Actual Space Games, i.e., activities in natural and/or human-made material environments,

  3. Symbolic Space Games: Sports and Table-Top/Board Games.

  4. Virtual Space Games: Analog (Television games) or Digital (Video-games),

  5. Hybrid Space Games: i.e., Pervasive Games (such as “Location-based” and “Augmented/Alternating Reality” games) and multiple Gamification Applications (Figures 5 and 6).

Figure 5 
                  Table C1: Modes and places of Play&Games.
Figure 5

Table C1: Modes and places of Play&Games.

Figure 6 
                  Table C2: “War (of) Games” (from games of war to the war of games).
Figure 6

Table C2: “War (of) Games” (from games of war to the war of games).

3 War (of) Games: From Games of War to the War-of-Games

War is the father of all

Time is a game played beautifully by children.

(Heraclitus)

War games are as ancient as gaming, and as primordial as war. Some of the most archaic games from China and Greece, such as weiqi and petteia, modeled the tactical movement of soldiers. And chess, the ultimate game of strategy, is a direct forerunner to the Pentagon’s Cold War simulations.[39]

Finding correlations between war and play is not a novelty. As implied by the opening juxtaposition of two well-known sayings of Heraclitus, War and Games are recognized (equally) as phenomena of pivotal – if not maximum – cultural importance, with claims of ontological primacy. But before such expanded ontological order meanings, the phrase “war games” refers primarily to competitive games of symbolic war (from sports and table-top games to modern “action” video-games), but also also to real situations of (geo)political and military conflicts. So, there is a question raised on the relation between war and games.

3.1 Is War a Game?

“No, War is not a Game!”. Or at least that is the view that seems to dominate the relevant public discourse. The general claim is that, even if war lends its idea as thematic content to games and even if war itself resembles a game (as an expression of a competitive conflict with a quantifiable outcome), this does not mean that war is a game. According to this view, thinking that one is playing a game while actually being at war (and vice versa) may be a tempting idea, but remains misleading, as it relies on the abstract reduction of war to the processes and devices of war technology, in a way that leads not only to the synthesis of physical and virtual war, but also to the complete identification of war and play in general.[40]

Instead, war games should be understood more as allegorical venues for the unfolding of abstract and mutually agreed-upon competitive contests. In other words, they are simulations of wars. In that sense, war games can be seen and used as practical devices by which one can organize and, through rules, discipline war, thus avoiding its bitter consequences. Thus, war games can provide an outlet for “excess energy” or even “innate” aggression, which could potentially prevent real war. As Walz puts it, “War games are perhaps the only way to wage a war peacefully.”[41]

However, this perception corresponds rather to the best (pleasant) case. Unfortunately, there is also a worse (unpleasant) case, in which war games can be considered as part of the real war, as another technological means – tool (or even a “weapon”), able to offer a way of training that prepares the player-warriors for the real battlefields. In this context, some views observe that arguments which assert with certainty that war is not a game tend to be rather “circular” or commit the (unconscious) logical fallacy of “begging the question” (assuming what it sets out to prove), thus pointing out that, for an activity to be called play, it is not necessary that it be pleasant, fun, and harmless. In other words, just as a game can be simply boring, indifferent or even irritating, it can also be wild, dangerous, or even murderous. Therefore, the (theoretical) temptation to perceive war descriptively, as (still) a kind of game, remains great.

In fact, when the relevant counterarguments are pushed to the extreme, the differences between play and war tend to boil down to this one: in war, people actually die, while in play (usually) they don’t. However, how sufficient and “expert” is this difference to establish a definition capable of distinguishing the two phenomena in an absolute manner?

Well, based on the above, I believe that a final answer to such a question cannot be given with certainty (at least in the context of such a paper), as its attempt encounters several obstacles, both theoretical and (mainly) psychological, resulting in the (often unconscious) attribution of generalizing and simplistic meanings to concepts governed by relationships of extensive variety and complexity, both within and among themselves. Consequently, I think that, instead of a final answer to the question (which may well be twofold!), it makes more sense to investigate precisely these complex correlations of the two concepts, with their various spatial–social cultural manifestations throughout historical time.

3.2 Toward a Political History of Play

Based on the previous analysis, my research focuses on highlighting the intertemporal relations of Architectural Game Design with the era of (Geo)Politics and War (Technology), attempting a deepening on their historical co-evolution, through a listing of the most characteristic examples of war-games, emphasizing on the multiple ideological tensions that arise within their (battle)field. To that prospect, a general starting comment would highlight the relationship between competitive and cooperative games (along with their political connotations), which in itself, at first glance, seems rather competitive, but on a deeper level can be perceived as cooperative (as the competition is agreed-upon, for the mutual benefit of the opponents’ self-improvement[42]). In that context, reference is made to games in accordance with the spatial modalities, as follows.

3.3 Symbolic Space War-Games

3.3.1 Classic Board Games

Apart from the classic Sports, which are known to be used since antiquity for the training of soldiers, the term war-games refers mainly to the Two-Sided Board-Games of strategic competition between two opponents. One of the most characteristic points on the idea of conflicting war-games is made by Deleuze & Guattari in “A Thousand Plateaus” [1980],[43] where they analyze the differences of Chess and Go Game, in terms of form, structure, function, rules, and their symbolic extensions:

Within their milieu of interiority, chess pieces entertain biunivocal relations with one another, and with the adversary’s pieces: their functioning is structural. One the other hand, a Go piece has only a milieu of exteriority, or extrinsic relations with nebulas or constellations, according to which it fulfills functions of insertion or situation, such as bordering, encircling, shattering. All by itself, a Go piece can destroy an entire constellation synchronically; a chess piece cannot (or can do so diachronically only). Chess is indeed a war, but an institutionalized, regulated, coded war with a front, a rear, battles. But what is proper to Go is war without battle lines, with neither confrontation nor retreat, without battles even: pure strategy, whereas chess is a semiology.[44]

In general, such games constitute closed abstract systems, where the chaotic parameters of real combat are eliminated. Their main advantage is that they allow players to focus on the challenge of strategic planning. Nevertheless, in real war, the situations are much more complicated (the spatiotemporal fields are dynamic, the topography is chaotic, the fighting techniques are not always clear, the importance of strategic choices is not always so intense, nor is the obedience of the soldiers a given). For this reason, military commanders sought from games something more than the sharpening of the strategic mind.

3.3.2 Kriegsspiel and “Free” War-Games

The most pivotal transition in modern war games occurred in the nineteenth century, when the Prussian lieutenant G.von Reisswitz introduced Kriegsspiel, the elements of which continued to be refined, increasing the realism of the war reenactment. However, the continued complexity highlighted a major practical problem: unfolding a scenario took time, leading to a reduction in the scenarios that could be explored. Thus, greater verisimilitude hindered a key dimension of the games’ practical value: the universality of their lessons.

In 1876, Colonel J. Du Vernois proposed as an alternative solution the replacement of the rules by the decisions of experienced impartial arbitrators, introducing the so-called “free” war games, which were an evolution from the rigidity of the detailed rendering of the war treaty to the openness of the of many potential cases (just as the first kriegsspiel established a progression from high abstraction to realism). Since then, war games have been placed somewhere on the spectrum between these two trends, according to the aspirations of each military commander.

Now, alongside training officers, games can be used to build camaraderie, identify suitable leaders, understand enemies, devise tactical and strategic tests, and predict conflicts and their outcomes. In the interwar period, all major armies incorporated games at multiple levels, with varying results.[45]

3.3.3 Three-Sided Games

Beyond the classic bipolar competitive game, around the mid-twentieth century radical thinking gave rise to the most interesting idea of three-sided games, introducing the possibility of forming (temporary) alliances. The functional and symbolic complexities created by such a typological extension to games of three opponents – potential partners (along with some additional normative transformations) has been the subject of theoretical investigation, both in the case of “mental” board-games (e.g., three-sided chess) and of more physical ones (e.g., the situationists’ “trialectic” version of three-sided football).

3.4 Actual Space (“Real”) Games

Following the reference to the evolution of war games in relation to their utility in the fields of real military operations, we could focus on the historical development of actual town-city formations, from the creation of the first fortified cities and the conducting of the political war games that were played in their wider territory, to the Modern Cities and the “everyday-life games” played in their internal public or private spaces (roads, squares, parks, playgrounds, theaters and stadiums, homes, gardens, and even human bodies).

3.4.1 From the “Vision of the Ludic City” to B.M. Fuller’s “World-Game”

In that context, we cannot overlook the “strategic” importance of the adoption of alternative ideas of the game by the mass politically subversive tendencies that were developing in large city-centers, as they became new potential battlefields – between states and their “internal enemies” – decisively changing the nature of modern warfare.

Therefore, apart from games and sports that constitute closed systems, governed by specific regulatory frameworks and played in a clearly defined space, a key role in the development of the game was played by the “Vision of the Ludic City”: a set of theoretical, design and applied ideas that emerged around the mid-twentieth century, proposing the creation of new (or even the reinforcement of existing) forms of play and their diffusion in the real city public space. Influenced by the approach of Homo Ludens, this vision was mainly expressed through the theoretical and practical approaches of the Situationists, especially through the games of urban wandering and the utopian designs of Constant’s “New Babylon.”

The vision of the playful city perhaps reached its peak in 1960, when architect-inventor Buckminster Fuller extended it to the entire world, proposing the creation of a game he called the “Great Cooperative Game” or “World Peace Game,” and later simply “World-Game,”[46] which is set in the prospect of a (potential) coupling between real, symbolic, virtual and digital space, aiming to solve (all) global problems in a peaceful and direct-democratic way. The game was explicitly intended to contrast the ways by which the RAND Corporation used game theory to study war scenarios in the context of the Cold War. According to Fuller, the world-game was to be “a place where individuals or groups of people would come to compete or cooperate, based on various geopolitical parameters, in a way to make the world work for the benefit of all humanity, in the shortest possible time, through spontaneous cooperation, without economic, social and environmental injustice.”[47] Fuller insisted that such world-games could provide a remedy for war because they were the antithesis of war games: a “non zero-sum” antidote to traditional “zero-sum” game theory. As he wrote:

The objective of the game would be to explore for ways to make it possible for anybody and everybody in the human family to enjoy the total earth without any human interfering with any other human and without any human gaining advantage at the expense of another. … To win the World Game everybody must be made physically successful. Everybody must win.[48]

3.5 Digital Space (Video)Games

Indeed, the following decades were characterized by the Digital Revolution and the explosive growth of Digital Video-Games, which were already born in WWII, developed in the 70s by the early “disruptive” programmers (hackers), and exploited since then by the modern mass entertainment industry. It is clear that video-games set new terms and ways of perceiving the functions and meanings of play. However, apart from the introduction of several artistically worthy and pioneering cases, it is a fact that their evolution has come in relative opposition to the expectations of the devotees of the previous vision, to the extent that it has dragged many aspects of play into a gradual departure from the realm of real space (and the associated “risks of accident”), transferring them to the “safety” of virtual representation, yielding controlled interactive environments, vulnerable to pressures for further spectacle and commodification. In short, with Video-Games, the multiple functions of play rather tend to be assimilated by the economic-technical spirit of (meta-fordic) capitalism and mass culture, forming a mega-industry, which is often closely related to modern armies (the so-called “military-industrial complex”).

3.6 Hybrid Space (Pervasive) Games

In the last two decades, there appears a trend of particular interest, prompting the return of games to the materiality of “real” space. The trend manifests itself emphatically in the case of Pervasive Games (Location-based, Augmented/Alternate Reality games, etc.), which are played in “real” space, under a condition of coupling with digital elements (usually provided by special high-tech devices and software). At the same time, a tendency to introduce interactive-entertainment elements (digital and non-digital) and other playful dimensions in real space is increasingly appearing, from squares, parks, and (non-standard) playgrounds, to building constructions, elements of urban equipment, utilitarian objects, exercise equipment, etc. In the same context, we can include the applications of “Gamification.”

3.6.1 Gamification

In recent years, there has been an ever-increasing pace and intensity of a massive proliferation, production, and consumption of service software inspired by video games, which is usually summed up under the term “gamification.” For the exact definition of the term, various alternative versions have been proposed, through practical descriptions which usually focus on highlighting advantages. For example, gamification has been defined as the process of using game thinking and engineering in the website, service, community, content, or campaign, in order to solve problems, engage users, and increase participation.[49]

Descriptively, gamification can be defined as “the adoption of game-design and game-technology methods outside the game industry”[50] or as “the progressive diffusion of game mechanics into everyday life.”[51] Thus, gamification does not necessarily refer to creating new games, but rather to incorporating game dynamics into everyday activities, in order to make them more attractive or productive, by stimulating interest and motivating active and effective participation.

In general, gamification services, in order to motivate users to use them as much as possible, apply a number of playful design elements, usually aimed at stimulating competitive or (rarely) cooperative spirit, mainly through the provision of rewards. These rewards can be distinguished into:

  1. symbolic rewards (points, scores, levels, badges, trophies, awards, extra missions, quizzes, etc.),

  2. real – material rewards (gifts, checks, coupons, real money),

  3. intrinsic or personal rewards (such as self-esteem by achieving a record or a sense of mastery),

  4. social rewards (such as the display of results and performances in social media).

Now, after at least two decades, gamification apps are spreading rapidly and in various ways to all areas of daily life, as key parameters for the development of new management methods in the areas of Entertainment, Education, Research, Design-Planning, Work, Production, Market, Health, Culture, Urban and Political management, etc., acquiring a pivotal role in the perspective of so-called “Smart” and “Sustainable” Cities, which typically aspire to solve (ideally “all”) their functional and socio-environmental problems through interactive or generally “gamified” digital technologies (though in ways that lead to intense political debates about their wider – existing and potential – socio-environmental consequences …).

3.7 Contemporary Stakes

Despite the undoubted success of game-design and gamification techniques, the specific ways of their implementation and their results are a highly contested issue that provokes intense public debate, both within the game industry and the game-studies community, and more broadly in humanities, social, economic, and political scientific disciplines. In general, the views that make up the collective imagination of our time regarding the role of Play&Games for the future of the world seem to range from (over)optimistic endorsements (which extol the liberating value of play) to fierce (over)pessimistic criticisms (on of their multiple negative social effects), covering the whole range of visions from the utopian hopes of salvation to the dystopian fears of destruction.

3.7.1 Gamification as a “Panacea” (All-in-One Solution)

As we observe, at one extreme are the (over)optimistic utopian visions of gamification advocates who believe that humanity’s existential challenges in the twenty-first century can be addressed through the design and implementation of “serious” games. This rhetoric considers that modern developments seem to dynamically bring back, in a different historical and sociopolitical context, the old subversive-liberating visions, highlighting the pivotal role of games and gamification applications in the perspective of future “Smart and Sustainable Cities,” which will utilize the rapidly evolving digital technologies in various playful ways, in order to solve their multiple functional and social problems (of all scales), more easily, pleasantly and interactively. Authors such as Jane McGonigal[52] believe that games will allow us to escape from the traditional school – educational and work drudgery – maximize our individual potential, and activate civil society to solve the collective challenges of humanity.

3.7.2 “Gamocracy”: Toward the Gamification of Political Life

In the specific realms of urban planning and management policies, software designers and policy-makers consider that the introduction of game mechanics (such as competition, scores, allocations, badges, levels, rewards, virtual currencies, etc.) is able to significantly enhance public participation, cooperation, and generally virtuous social behavior.[53] By turning urban problems into games, and thus citizens into players, people can be motivated voluntarily to act and behave in sustainable and politically appropriate ways, aiming, for example, to save energy, consumption, segregation of waste, timely payment of taxes, etc.[54] Accordingly, many theorists argue that democratic political functioning itself is more likely to succeed when designed in a playful way, as games can enhance participation and cooperation in decision-making, by making the need for compromise understandable and acceptable. Also, by turning political decision-making processes, such as voting, into games (one of Fuller’s ideas), it is believed possible to include people who do not have specific technical knowledge of political and civic problems.

Such views are based on the ascertainment that, nowadays, it is not so radical for people of all ages (from teenagers to 60-agers) to play games about the most complex problems of the world. Today, games that constitute digital simulations of developing cities and evolving civilizations, where players can act as Mayors or even as Gods, are becoming an addiction. Fan clubs and forums arise to enable further discussions among players. Simultaneously, game designers and developers are offering increasingly realistic environments where multiple players can interact in real time. This ongoing process provides a great potential for interdisciplinary research on urban development and management, to the prospect of real future cities, because, if designed correctly, a gaming environment can be transformed into a perfect urban simulation laboratory, where data can be generated by the citizens of the city, as they play, directly or indirectly. Both designers and players will be able to use games to examine the complex spatiotemporal relationships of a society. Hence, the rapidly evolving means of communication and social networking can support the free spread of such games, bringing people closer to the production, services, and the whole processing of their cities, rather than their passive consumption.

The gamification of urban life is still rather limited in most cities, but related experiments and scientific discussions are flourishing. Much of the relevant literature is positive about the possibilities of political gamification, reaching the ideal of a generalized “Gamocracy.”[55]

3.7.3 Gamification as a Problem

However, at the same time, several more pessimistic critical approaches are emerging, highlighting some negative aspects of these contemporary trends. Through a wide range of criteria, the main arguments converge on the view that the practices of gamification are nothing more than the “last word” of capitalist technology, part of a new mega-industry with questionable (commercial, political, or even warfare) motivations and goals, that tend to provide and promote interactive products and experiences of dubious quality and meaning, through simple-easy actions and tests that do not contribute to the development of complex mental and physical skills, rather than to “light,” politically harmless or even alienating “fun.” Furthermore, according to critics, these tests are usually offered in ways that reinforce people’s dependence on high-tech devices, which can now easily be exploited to implement new crowd management techniques, as means of social exclusion, surveillance, labor-economic exploitation (described by concepts such as “Exploitationware” or “Playbour”[56]), ideological–political manipulation or even military action (as tools for the enhancement of tactical and strategic thinking, along with ways of physical and mental training for real battle situations).

3.7.4 Gamocracy as a New Dictatorship?

In addition to the above, according to many critics, gamification apps in their majority tend to create a pleasurable playful guise that makes users allow access to (or even willingly report) private behavioral data that they would not allow anyone else to access otherwise. This raises important questions about who owns, controls, and displays these data, what effects monitoring and publishing it might have, and how employers, health insurers, or governments can use it (to their advantage). Related criticisms culminate in the formulation of pessimistic – dystopian visions that go so far as to see current applications of gamification as vehicles toward the totalitarian surveillance dictatorships of Huxley, Orwell, or Skinner.

So, although it may seem like a paradox, in our age where the “playful cities” and “world games” visioned by the Situationists and B.M. Fuller (among others) are technically possible, the world seems increasingly unstable, resulting in a new thickening of the well-known “clouds of war.”

3.8 Serious Games

From an intermediate point of view, in recent years, there has been an ever-intensifying effort to “intercept” these dominant trends, from various currents of “militant” ideas and creative proposals, which, without ignoring or underestimating the aforementioned risks, they acknowledge the multiple advantages of games, claiming the creation of alternative types with a high cultural-artistic value, capable of enhancing their entertainment character with multiple educational aspects and broader functional dimensions, bearing a specific ideological sign (relatively unconventional and sometimes explicitly subversive). These trends tend to be summarized under concepts such as Serious Games, Critical Play, and Smart/Just/Sustainable (or even Radical) Gamification.

Especially the term “Serious Games” is an internationally acknowledged notion referring to games whose purposes go beyond “mere fun,” emphasizing a variety of issues that are considered “serious”[57] (ecological, scientific-epistemological, sociopolitical, ethical, psychological, etc.), highlighting the special educational value of games, as basic means – tools – methods to the broader direction of Interactive “Edutainment” (Educational Entertainment). Serious games are thought to be able to influence human motivation, as they can create strong memories and transform complex concepts and situations into meaningful physical, mental, and emotional experiences, potentially leading to behavioral changes (in the directions that are considered each time as “desirable”).[58]

Finding new ways to reduce conflict has never been more urgent. Success will require all of the wisdom that can be drawn from war games over time. It will also take something that the 1964 war games so obviously lacked: the willpower to act on what games can teach.[59]

3.8.1 Environmental Games and Sustainable Gamification

A crucial part of Serious Games is put under the notion of Environmental Games (EnviGs), which, obviously, at the core of their mechanics and aesthetics, focus primarily on problems of environmental ecology, with the goal of helping players become familiar with their multiple aspects, making them aware of their causes and consequences and ultimately contribute to the promotion of an ecological consciousness capable of leading to broader changes in attitude and behavior. As ecological ludologist Nico King puts it:

It all starts with one small step and games can drive change, whether big or small. Games tap into our subconscious to change our habits and motivate our actions through play. Taking action is ultimately up to the player, and when designed well - environmental games can plant the small seeds of passion in our minds that grows into activism and advocacy.[60]

At the same time, EnviGs can also explore economic, humanitarian, social, political, and historical dimensions of wider ecological thought. In general, these are games that lead players to manipulate playful interactive elements with the aim of influencing or changing the spatial environment of the game and the wider conditions of its unfolding. As the primary motivation for play, EnviGs rely on the player’s curiosity, ingenuity, instincts, and thirst for knowledge (along with playful enjoyment). In the last 30 years, there has been a significant increase in EnviGs on computers, the internet, and in the last decade on consoles and mobiles, as well as in the form of board games and special sports.

Correspondingly with EnviGs, in the field of urban management, there are many examples of “Green/Sustainable Gamification” (SusGA) that aspire to push behaviors in a direction of ecological management of material resources and flows (e.g., energy, food, water, waste, materials, etc.).[61] Another popular field for applications of SusGA is that of “smart & sustainable urban mobility,” showcasing a variety of applications aspiring to reduce the speed limits and the general usage of private cars while enforcing the usage of personal (e-)bikes/skates or means of public transportation.

4 Conclusions

As shown, the concept of play may refer to many things: fun activities that manifest freely in any space, structured systems of rules that are constituted within specific spatial fields (real, symbolic, virtual, digital, hybrid), designed material objects of aesthetic appreciation and artistic expression, conceptual tools of scientific analysis and philosophical understanding, bodies of cultural heritage (material and immaterial), with a great contribution to the construction and transfer of meaning, values, information, knowledge in our societies in general. This conceptual multiplicity is associated with a corresponding multitude of related theoretical approaches, which differ in terms of starting points, orientation, theoretical background, types of games under study (digital, tabletop, sports, “everyday”), the literal or metaphorical use of the terms play and games, among many other issues.

Accordingly, the phenomena of Play&Games have been investigated by many scholars who, starting from different fields of knowledge – contexts and perspectives, have provided a vast and highly sophisticated theoretical and philosophical work on the nature of games and playful behavior in general, their causes and purposes, their aesthetic and moral dimension, social and political significance, etc. However, most scholars, as they study these subjects with great care, usually adhere to one of these frameworks, ignoring, overlooking, or consciously excluding others. In other words, they treat them as independent and have rarely tried to relate, combine, or connect them. Consequently, it is a fact that each of the aforementioned approaches appears as a more or less “autonomous” theoretical framework.

So, following the presentation of these approaches, an attempt is made to compare the complex relationships among them, i.e., the similarities, differences, interactions, overlaps, incompatibilities, contrasts, or even contradictions that arise in terms of their goals, motivations, perceptions, interpretations, desires and the argumentative (or even entrepreneurial) abilities of their respective bearers – followers. In other words, based on the expanded concept of the “Game of the Cosmos,” the above play/game-centered approaches are considered (metaphorically or literally) as individual “games,” bearing specific “typological” differences, so that, in a next phase, we can focus on the ways with whom their “meta-game” is played.

After emphasizing the many aspects of this meta-game, the research moves on to other theoretical issues. To this end, a basic distinction is drawn between Descriptive and Normative approaches. Normative theories are further distinguished into Internalistic and Externalistic ones. Internalistic approaches are usually classified into the following three categories: Formalism, Conventionalism, and Interpretivism. Still, within the framework of Broad Interalism, three individual approaches have been formulated called a) Contractualism, b) Integritism, and c) Mutualism. Externalist (sociopolitical) theories mainly include the New-Left Theory, the Hegemony Theory, and the Commodification Theory. [62]

Other individual topics concern: a) the relationships of Play&Games with Daily Life and Work (the limits of the “Magic Circle”), b) the theoretical tensions between Ludology and Narratology, c) the differences between the Aesthetics of Game Design and Philosophy of Sports, d) the correlations between Players (amateurs vs professionals) and Spectators (fans vs neutral “purists”),[63] e) the consideration of videogames as a Computational Art and the extent to which it is based on Interaction, Representation or Collective Creation, f) the conceptual complexities and moral-political ramifications between Competition and Cooperation, g) the Game-Design Research tensions between Art and Science (artistic “inspiration” vs academic “foundation”) and of course h) the relationship between Play and Games, highlighting the multiplicity and general inconsistency of their definitions.[64]

4.1 In the End, What is (Not) Play?

Generally, it can be argued that all manifestations of play are governed by a dominant distinction between “free” and “structured” inter-activity, based on the degrees of freedom set by the rules, goals, and means of conducting it. But apart from such abstract descriptions, a general agreement on a final definition of Play&Games is still to be found (and probably it never will), as the attempts to come up with one such definition at some point tend to exhibit certain typical problems, such as:

  1. Partiality (the induction of the properties of certain games into elements of the game in general),

  2. Anachronism (the foundation of definitions on outdated perceptions of earlier times, which do not take into account more modern ideas and discoveries),

  3. Inconsistency, i.e., the (unconscious) adoption of self-contradictory/mutually canceling elements,

  4. Subjective assessment and/or psychological/ideological projection (i.e., the overt or latent adoption of an evaluative position by the one defining),

  5. The relativity or “perspectiveism” of approaches, i.e., their dependence on the specific goals and specific frameworks of their problematization.

  6. Excessive generality (broadening the meaning so much as to include almost everything, resulting in the inability to establish a specific difference, that is, an essential contrastive distinction of play/non-play, which should be a consequence of a definition).

4.2 The Ambiguity of Play

In other words, the concept of a game remains “essentially” open. In some ways, this is not to be perceived necessarily as a “bad” thing at all, insofar perhaps it is precisely this conceptual openness that constitutes the “essence” of playfulness. On that “ground,” my research moves on by highlighting some of the most important and relatively well-known philosophical views on Play&Games, such as:

  1. the Indeterminacy of Play, i.e., the impossibility of crystallizing commonly accepted “definitive” definitions, as is emphatically highlighted by f L. Wittgenstein and his view of play as a concept of “family resemblance,”[65]

  2. the Ambiguity of Play, as explained by the integrated approach of B. Sutton-Smith in his same-titled work,[66]

  3. the Subjectivity of Play, as follows from the statement that “the meaning of games is, in part, a function of the ideas of those who think them,”[67]

  4. the Incompleteness of Play, as the concept becomes “vulnerable” to a potentially infinite self-referential reduplication of theoretical “meta-levels” (meta-metagames…), in a way that approximates the reasoning behind the mathematical idea of K. Gödel’s “incompleteness theorem,”

  5. the Universality of Play, as outlined by K. Axelos (among others), in the context of his onto-theological approach (“The Game of the Cosmos”).

4.3 The Immanence of Play. From the “Essence” to the “Process” of Play&Games

Odair Faléco observes that, generally, within cultural mythologies, one cannot find references to a “God of Play”. As he argues, if the observation is true, this is probably because “all Gods play!”.[68] With that in mind, by bringing together the views mentioned above, as a general theoretical conclusion I formulate the hypothesis – proposition that any activity (physical and cultural) is (or can be thought of as) a game: an idea-worldview that could be conceptually rendered succinctly as the Immanence of Play.

Reasonably, toward such an idea a direct objection can be raised: if everything is a game, then the fundamental distinction which is the “mother of meaning” is absent, resulting in the destruction of the concept’s meaning. In my view, this well-known problem can be overcome, or at least bypassed as theoretically meaningless, through a theoretical turn – shifting of the emphasis “from the Essence to the Process” of Play&Games. Simply put, the question of “what is play/game?” can be replaced by questions like “What does a game do? What does it symbolize? How does it work? How is it played? How was it designed? By whom and why? On what terms? In what context?” etc.

This way, such an “all-encompassing” concept of play does not lead to the (self-)negation of its meaning, rather it transfers the dispute of meaning from the pursuit for a “definitive” definition of play, based on a binary (essentialistic) distinction, to the multiple “procedural” distinction among its multiple approaches (comparative ludology), particular kinds (types, forms, genres, modalities, mechanisms, etc.) or even “classes” (scales, levels), where probably has a greater practical (and theoretical) value (Figures 79).

Figure 7 
                  Table-diagram A1: Comparative ludology – structure of subjects.
Figure 7

Table-diagram A1: Comparative ludology – structure of subjects.

Figure 8 
                  Table-diagram A2: Comparative ludology – conclusions.
Figure 8

Table-diagram A2: Comparative ludology – conclusions.

Figure 9 
                  Diagrams A1 & AB: Classes – (meta)levels of Play&Games.
Figure 9

Diagrams A1 & AB: Classes – (meta)levels of Play&Games.

Additionally, in this context, one could argue that the idea of an immanent (or ubiquitous) play, as opposed to conventionally binary logic, while adopting a simultaneously monist and pluralist perspective, can go further to find connections, from ancient eastern philosophies regarding the “Coincidence of Opposites” (the “yin-yan” principle), to contemporary scientific complexities, forming a (risky but not uninteresting) idea about a potential quantumness of play.[69]

4.4 The Political Significance of Play&Games

It is clear that the procedural distinction of the immanent concept of play in multiple particular modalities aspires to highlight the differences between games, in terms of their functional and constructional elements, their projected value standards (moral and aesthetic), their philosophical perspectives – worldviews, along with their (obvious or latent) social and political extensions. These differences also define different relationships among games, which may be characterized by relative or absolute compatibility, incompatibility, or even complete opposition. As R. Caillois puts it:

Every institution functions in part like a game, established each time based on new principles, so that it must expel an old game. The new game responds to other needs, respects other norms and other laws, requires other virtues and behaviors. From this point of view, a revolution appears as a change in the rules of the game.[70]

So, we see that, games, in addition to being key activities for children’s development, means of entertainment or artistic expression, objects of aesthetic value, and tools for scientific analysis and interpretation of cultural phenomena (or even the natural world), they can also reflect a kind of moral choice, which flows into ways of social intervention, even aiming at political subversion. On this basis, games can be grouped into cooperative guilds – “alliances” or “collusions” (temporary and not), set in the wider field of social competition, thus able to participate in a “higher-order” meta-PowerGame (the result of which could determine – at least to some extent – the historical development of civilization or even the course of the whole natural evolution […]). In other words, “every game is (or can be thought of as) a political game” (especially those claiming apolitical) (Figure 10). Furthermore, one could point out that, probably, the difficulties we face regarding the very definition of play are due to the fact that the definition process itself implies another power (meta-)game […].

Figure 10 
                  Diagram C: The moral politics of game-design rhetorics (based on a similar approach of S. Walz & S. Deterning, 2015).
Figure 10

Diagram C: The moral politics of game-design rhetorics (based on a similar approach of S. Walz & S. Deterning, 2015).

Based on the above rationale, questions are raised regarding the terms, principles, and values on the basis of which social subjects evaluate each game (as important, interesting, boring, indifferent, dangerous, etc.) and decide (consciously or not) to play it, study it, promote it, or even (re)design it, as suitable for serving their own philosophical (ontological) worldviews, moral values, aesthetic preferences – desires, beliefs, intentions, etc., as they emerge from their “biopsychic chaos,” determining their political (if not military) strategies, to be set in the context of their complex – often conflictual – social relations (Figure 11).

Figure 11 
                  Table D: Categories of design values in the wider field of “Architectural Game-Design” (based on the relative models of Ivar Holm (2006)).72
Figure 11

Table D: Categories of design values in the wider field of “Architectural Game-Design” (based on the relative models of Ivar Holm (2006)).72

In a similar vein, as put by Nick Dyer-Witherford and Greig de Peuter in Games of Empire (2009):

Games have always served the Empire: from Cicero’s claim that the gladiatorial games cultivated the martial virtues demanded by Rome, to the Duke of Wellington’s fictitious claim that the Battle of Waterloo was won on the fields of Eton, to the war games of the Prussian generals in preparation for the Schlieffen Plan of World War I. But the Games have also been turned against the Empire in a variety of ways, ranging from the bloodshed of the Spartacus rebellion to more noble forms of revenge, such as the West Indian cricketers defeating their British colonial overlords.[71]

Essentially, the above analysis attempts to highlight the inevitability of an evaluative (political) choice between the various genres and multiple modalities of Play&Games, as well as the importance of the principles and criteria involved in the process of such a choice, as objects for further investigation in the context of a design practice. As such, it can be seen as a way to justify the author’s decision to focus on the kind of games described subsequently.

5 Ecosophic Game-Design: Toward a Ludic Eco-scape Architecture

The last part of the author’s thesis moves in the direction of applied research by design, as it aims for the creation of a design strategy that he calls “Ecosophic Game-Design” (EG-D). In summary, following and attempting to extend the prospect of Serious Environmental Games and Sustainable Gamification, EG-D focuses on finding ways through[72] which the applications of (Architectural) Game-Design and Gamification techniques can acquire conceptual meaning and functional value based on principles and criteria drawn from the framework of ideas of the interdisciplinary field of Political Ecology [I. Ilich, M. Bookchin, G. Bateson, K. Kastoriadis etc.], mainly as promoted nowadays by the so-called Degrowth movement [Latouche] and better expressed by the concept of “Ecosophy” (Ecological Philosophy), meant as an “ethico-political articulation of Environmental, Social and Mental Ecology” (Guattari, 1990[73]).

On that ground, the concept of “Ecosophic Games” refers to non-zero-sum “meta-games,” able to incorporate a multitude of game-types, performed in all modalities of space, on the basis of multiple combined challenges, both mental and physical, with thematic content that should support the three basic dimensions-scales of Ecosophy. Indicatively:

  1. At the level of Environmental Ecology, they seek to promote methods of “Eco-Productive Creation,” based on the principles of Agro-Ecology and PermaCulture, through appropriate Strategy, Survival, and Creation Environmental Games (e.g., “Mayor” or “God” games).

  2. at the level of Social Ecology, they focus on the experimentation with Social, Political, and Economic models, based on direct democratic decision-making processes, through appropriate Role-playing, Communication, and Decision – Making Games.

  3. at the level of Mental Ecology, they aim to form a variety of Educational Entertainment (Edutainment) programs, through suitable Problem/Puzzle-solving Games (logic-mathematical, mechanical, spatial-perceptual, multi-sensory, combinatorial, etc.), with special emphasis on Cooperative Puzzle-based Exploration-Quest-Adventure Games.

To this end, the research focuses on the possibilities of gamifying the design principles and methods of Bioclimatic Landscape Architecture, Natural Building, and Regenerative (Agri)Culture or Permaculture Design.[74] The final aim is to outline the basic criteria, principles, and values of an architectural game-design strategy which the author describes as “Ludic Eco-scape Architecture,” considering it a way that may contribute to strengthening the capacity for a more comprehensive and comparative (co-critical) understanding of Play&Games in general, but also for their further theoretical and practical utilization in important fields of basic and applied research, not only as educational means but also as directly functional tools, capable of increasing the possibilities of effectively dealing with the critical environmental, sociopolitical and psychomental problems of our times (Figures 1214).

Figure 12 
               Table – diagram B1: Ecosophic gamification – structure of subjects.
Figure 12

Table – diagram B1: Ecosophic gamification – structure of subjects.

Figure 13 
               Table – diagram B2: Ecosophic gamification – conclusions.
Figure 13

Table – diagram B2: Ecosophic gamification – conclusions.

Figure 14 
               Eco-Game/Play-Scapes Design Palette (toward a Ludic Ecosophic Architecture). Puzzle-game affordances of landscape elements: (possibilities of “puzzliffication” of natural and cultural landscape features).
Figure 14

Eco-Game/Play-Scapes Design Palette (toward a Ludic Ecosophic Architecture). Puzzle-game affordances of landscape elements: (possibilities of “puzzliffication” of natural and cultural landscape features).

5.1 Toward an Ecotopia of Play

Games’ philosopher Bernard Suits once went so far as to argue that “Games are the purpose of life!” His argument could be summarized as follows: if we imagine our lives in a utopia, by definition free of all problems, what else would we do but play games? Essentially, with this phrase Suits made a connection (perhaps the first) of games with the concept of utopia.[75]

Nowadays, long after the emergence of the environmental movement, it is clear that a modern utopia can only be “ecological”, hence the term “Ecotopia”. However, in contrast to a “true” Utopia, in the sense of a “perfect” ( = unachievable) society, the concept of Ecotopia describes a society that is feasible, realizable in the “here and now,” which will always remain imperfect and evolving, as it will be guided by subjective intentions and values, that are inseparable from contradictions and conflicts.

It is clear that ecological thinking is constitutively in dialogue with a concept of utopia, as a source of hope and dreams. However, this does not mean a mere fantasizing process dealing with the impractical. Instead, ecology’s great contribution to radical thought lies precisely in the question of applicability. Not only because, based on this, it can more effectively criticize the unsustainable current model, but because it deals with the study of the objective possibilities and conditions for their application.

One of the key-point issues of Political Ecology is concerned with “the problem of transition,” that is, with the strategic process through which a society could be led to the “semi-ideal” of an ecotopia, in a way that takes into account the individual, social, and environmental components of the wider ecological issue. In particular, it is interested both in the (material – objective) transition of the means of energy and production (which is connected to the present capitalist organization of societies), but also in an emotional-value transition (imaginary – subjective), considering that the ecological issue requires a new moral and political imaginary, within which all psycho-mental, socio-political, and ecological challenges will be integrated.[76]

Given this, the ultimate claim of my research endeavor aims to extend Suits’ original argument by highlighting games, not simply as the purpose of living in an unachievable utopia, but as the preeminent means of transitioning to an achievable ecotopia meant as the Playscape of Regenerative Cultures.[77]

5.2 Potential Challenges and Limitations

Apart from the generally “(over-)optimistic” view of the presented subject, it is true that, in terms of its design and execution process, as well as its results, it may be faced with a series of potential challenges, limitations, as well as ethical risks, such as:

  1. Difficulty in convincing many doubtful local and regional stakeholders into including such techniques in large-scale projects,

  2. Difficulty in convincing the strong advocates of both arguing sides (opposers and defenders of Gamification) to make “mutual compromises,” in order for the whole concept to be able to function to a larger extent.

  3. Dependence on high-tech gadgets, the production of which may involve actions that contribute to the ecological destruction of other places or to the labor exploitation of vulnerable population groups or wider social injustice, while at the same time, their frequent use can be connected to complex individual problems (psycho-intellectual and physical), with wider social ramifications.

  4. Unwanted (latent) provocation of digital inequalities and social alienation, due to significant differences between different social groups and individuals, in terms of the ability to use the products, depending on social, ideological, and economic status, physical or even mental capacity.

  5. Risk of personal data diffusion and proliferation of digital surveillance methods, due to special parameters of digital software, which could record and store human actions and then make them available in an opaque manner and purpose to interested third-parties.

It is clear that, throughout all relative research and design processes, every possible effort should be made to mitigate such potential problems, both “internally,” that is, through the integration of these issues into the basic design criteria that will shape the specific mechanisms of the games to be developed, as well as “externally,” that is, through the formation of appropriate proposals at an institutional level.

6 Epilogue: The Game is afoot! (Game Not Over)

In conclusion, on the grounds of the data provided above, I argued that the “universe of play&games” is ultimately a “battlefield” in itself, as games in general can also fight, in alliance or conflict, both among themselves and as “weapons” (or “flags”) in the wars of others, thus participating in a wide historical sociocultural meta-game, the outcome of which will probably continue to be “played out” (if not for the rest of eternity, at least until the complete annihilation of human culture).

But, no matter the outcome, what matters most is that this game’s unfolding depends on our actual participation. To my concern, I suspect that, if human civilization is eager and able to find a way out of its multiple crises, toward societies of greater ecological, social, and mental balance, that way surely goes through games, especially those which I call “ecosophic.”

Well, it is a fact that the claims of Political Ecology, Ecosophy, and related Game-Design and Gamification practices often end up being evaluated derogatorily, as byproducts of a “romantic,” anachronistic, and unrealistic wishful thinking. Certainly, an element of romanticism is not lacking in this framework of ideas. However, in the context of a human civilization which seems to reach the point of total ecosystemic collapse, a dose of romanticism should perhaps be considered necessary and valued as an asset. Especially when it does not remain locked in barren critiques, but seeks to assemble complex arguments and appropriate expertise in order to support concrete proposals for implementable practical solutions, capable of responding to the multiple challenges of our times.

When Fuller presented the world game as a method of reckoning how to achieve world peace, he wasn’t ambitious enough. The act of gaming must make peace in its own right. Operating at the scale of reality, the game that everybody wins must build our future world.[78]

But of course, the game of life cannot be exhausted by an exclusively theoretical approach, no matter how extensive and complex. Consequently, since the theory of play and games is just another game among many, at some point, it is good for it to stop, so that we can play some other games – or even create new ones – hoping to enjoy them collectively, as much as we can, before our life-games are over (Figures 15 and 16).

Figure 15 
               Diagrams Ea & Eb: A summary of comparative ludology and ecosophic gamification, in graphical accordance.
Figure 15

Diagrams Ea & Eb: A summary of comparative ludology and ecosophic gamification, in graphical accordance.

Figure 16 
               Spiral “Round Table”: The “Galaxy” of Play&Games [inspired by Kostas Axelos’ round table – diagram for the “Game of the Cosmos” (1969)].
Figure 16

Spiral “Round Table”: The “Galaxy” of Play&Games [inspired by Kostas Axelos’ round table – diagram for the “Game of the Cosmos” (1969)].

Ps. A tribute to Brian Sutton-Smith:

Just as some scholars spend their lives absorbed in the metaphysics of literature or history or philosophy or theology, I have come to spend mine seeking the metaphysics of play. […] Why do we study play? We study play because life sucks. It is full of pain and suffering, and the only thing that makes it worth living – the only thing that allows you to get out of bed in the morning and go on living – is play.[79]

Games pass. The Game remains! [80]

Acknowledgments

This article is informed by PhD research titled “Ecotopia Of Play: History, Theory And Architecture Of Games, Towards A Political Ecosophy,” defended successfully in September 2023, in the School of Architectural Engineering of the National Technical University of Athens (NTUA). The author wishes to acknowledge Emeritus Professors Konstantinos Moraitis (supervisor) and Panayiotis Tournikiotis, along with Associate Professors Alexandros Vazakas, Koutsoumpos Leonidas, Moutsopoulos Athanasios, Stavrakakis Emmanuel, and Pappa Nina.

  1. Funding information: Part of the research has been financially supported for 32 months (2018–2020) through the Greek State Scholarships Foundation – NSRF PhD Scholarship.

  2. Author contribution: The author confirms the sole responsibility for the conception of the study, presented results, and manuscript preparation.

  3. Conflict of interest: The author states no conflict of interest.

  4. Data Availability Statement: The datasets generated during and/or analysed during the current study are available from the author on reasonable request.

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Received: 2024-10-31
Revised: 2025-05-19
Accepted: 2025-05-19
Published Online: 2025-07-15

© 2025 the author(s), published by De Gruyter

This work is licensed under the Creative Commons Attribution 4.0 International License.

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