Homo Ludens Reloaded
Homo Ludens Reloaded
Homo Ludens Reloaded
Miguel Sicart
Abstract
This chapter proposes an understanding of the concept of homo ludens from a
Philosophy of Information perspective. This chapter argues that players are
moral agents who create worlds by playing. The creation of these worlds
through play is analogous to what Huizinga described as a ludic drive. There-
fore, this chapter proposes a perspective for studying the ethics of play through
the lens of homo ludens-as-homo poieticus. The goal of this chapter is to sug-
gest a constructivist ethics approach to the different play activities that have a
role in shaping the cultures of the Information Age.
Keywords
Virtue ethics • Constructivist ethics • Philosophy of information •
1 Introduction
We live in the Information Age. Around us, our lives are processed, quantified,
facilitated and complicated by myriads of computational processes, shaping new
forms of computational culture. The Philosophy of Information (PI henceforth)
describes how the information revolution has changed the world: “There are some
people around the world who are already living hyperhistorically, in societies
M. Sicart (B)
IT University of Copenhagen, København, Denmark
E-Mail: [email protected]
and environments where ICTs and their data-processing capabilities are not just
important but essential conditions for the maintenance and any further develop-
ment of societal welfare, personal well-being, and overall flourishing.” (Floridi
2014, Kindle loc. 252–254).
In this article, I inquire into the ethical role of homo ludens (Huizinga 1992
[1938]) in the context of the Information Age. To do so, I will propose to con-
sider the homo ludens as an instantiation of a broader conceptual category of
ethical agency proposed by Floridi (2013, pp. 161–179): the homo poieticus.
Homo poieticus is a creative, moral agent who inhabits the infosphere, an envi-
ronment “constituted by the totality of information entities, including all agents
– processes, their properties and mutual relations” (Floridi 1999). Describing the
Huizingan ludic drive, the role of play in shaping culture, through the lens of
homo ludens-as-homo poieticus can contribute to the formulation of new ethical
challenges that emerge when playing in the Information Age. The goal of this
article is to suggest a constructivist ethics approach to the activity of play.
To achieve this goal, I establish a relation between play and Floridi’s concept
of re-ontologization (Floridi 2013, pp. 6–8). This allows me to connect the con-
cepts of homo ludens and homo poieticus, arguing that playing is creating a world
in a process of re-ontologization that is analogous to the processes that computers
perform in the world. These two arguments provide a foundation for a construc-
tivist ethics of play in the Information Age, and it allows us to think through new
ethical challenges in digital play.
orderly manner. It promotes the formation of social groupings that tend to sur-
round themselves with secrecy and to stress their difference from the common
world by disguise or other means.” (Huizinga 1992, p. 13). In my own theory of
play, I propose that play is a mode of being in the world that structures both rea-
lity and agency: “To play is to be in the world. Playing is a form of understanding
what surrounds us and who we are, and a way of engaging with others. Play is a
mode of being human.” (Sicart 2014, p. 1).
Play’s structuring of reality and agency creates worlds that have their own
purpose and seriousness (Henricks 2016). These are the encapsulated worlds of
dollhouses and The Sims, of the beauty of a ball bouncing off a wall, of the
pleasure of skateboarding downhill, of making Amazon’s voice-controller Artifi-
cial Intelligence assistant Alexa tell a joke. The worlds created by play are not
worlds of productivity, defined by their end goals and results. The worlds of play
have meaning on and of their own. Play is ultimately a free activity we volunta-
rily engage with (Caillois 2001 [1958]; Bogost 2016), an activity that is separate
from the world.
Games offer us good example of how play structures the world: The rules of
a game like basketball tells us what to do, what not to do, and for how long
we should do it. They also tell us what success means, and structure the social
encounter (Goffman 1961) by dividing players into teams with relatively clear
roles. But those are only the written rules of basketball. The pick-up games I
play at my local court have slightly different rules, written and enforced by a
community of players. For example, whoever scores keeps possession, which is
the absolute opposite of the official rules of basketball. Rules are not inflexible
procedures we need to follow but instructions that, when followed and voluntarily
accepted, help define frames within which actions take place and have meaning.
Rules are the negotiable boundaries of the temporary play-worlds.
The following section provides a closer look at this process of world creation
from the perspective of Information Ethics and the Philosophy of Information.
Floridi argues that one of the unique capabilities of information technologies is
their capacity to re-ontologize: “[R]e-ontologizing […] refer[s] to a very radical
form of re-engineering, one that not only designs, constructs, or structures a sys-
tem […] anew, but one that also fundamentally transforms its intrinsic nature,
that is, its ontology or essence” (Floridi 2013, p. 6). For example, for those who
use step trackers like Fitbit, a human step is not just a step; it is whatever can
be calculated by their portable computer as a step. The human step has been
re-ontologized, its nature redefined so it can become computable. That process
of representation is similar to a process of creating a world: “[C]omputational
model-building proceeds through the application of a repertoire of schemata, each
16 M. Sicart
processes that makes the Information Age so attuned to the idea of playfulness.
At the core of the Information Age, there is a homo ludens impulse to create
worlds.
The analysis of the ethics of homo ludens has been largely influenced by Hui-
zinga’s insistence on situating play outside the domain of morality: “Play lies
outside the antithesis of wisdom and folly, and equally outside those of truth and
falsehood, good and evil” (Huizinga 1992, p. 6). For Huizinga, it is important
to keep the integrity of the experience of play as a separated activity, even if
that means creating an uneasy contradiction with the broader argument that play
creates culture.
Moral philosophers and play scholars (Dodig-Crnkovic and Larsson 2005;
Henricks 2009) have addressed Huizinga’s original argument, allowing for the
understanding of play as an activity within the domain of ethics. But the question
is still problematic: If play is outside morality, is homo ludens a moral agent?
And if play is outside ethics, what is the moral value and status of the culture it
produces?
I want to address these questions by situating the origin of the problem in
Huizinga’s argument that play is a disinterested activity that produces nothing
quantifiable and that is separate from real life. Huizinga’s definition of play allows
us to observe how culture, in the form of the order prescribed by play, can emerge
from that separateness.
Sports philosophers have addressed the separateness of play and its autotelic
nature as the central issues for the ethical analysis of play (Feezell 2006): The
activity of play is separated from real life, but at the same time, playing can
be a way of practicing virtues that have an impact on the moral development
of human beings. From a classic virtue-ethics perspective, the values that are
practiced while playing contribute to the development of our moral being, an
argument resonant with Piaget’s constructivist theory (1997). This is what Brian
Sutton-Smith (1997) defined as the rhetoric of play as progress play as a way of
practicing and developing knowledge and skills.
However, this approach has a limited scope. While the arguments work well
when it comes to sports, which since ancient Greece have been considered morally
positive social encounters (D’Angour 2013), they might not be appropriate for
all the other manifestations of play that lack sports’ sociocultural recognition. I
suggest expanding the sports virtue-ethics approach by a reconsideration of play
18 M. Sicart
and its relationship to the moral nature of homo ludens. This necessitates the
reassessment of the very concept of play as separate from other activities.
A plausible interpretation of Huizinga’s motives to remain so adamant about
considering play ontologically separated from real life can be traced to the philo-
sophical origins of his work. Huizinga’s understanding of structured, ordered play
as a source of culture draws on the Enlightenment project, particularly Schiller’s
interpretation of Kant. Schiller’s On the Aesthetic Education of Man (1794 [2012])
provides a classic evaluation of the importance of play: “(…) [I]n every condi-
tion of humanity it is precisely play, and play alone, that makes man complete”
(p. 79). Homo ludens is an exploration of this idea: If play is what makes man
a man, how is it manifested in culture? Or, how can we see culture itself as a
manifestation of that play drive?
Schiller references Kant (Kant 1790 [2001]; see also Laxton 2011), whose dee-
per analysis would exceed the scope of this paper. It should be noted, however,
that play is related to Kantian esthetics by its nature as a non-productive expe-
rience that takes place in the experience of the sublime (Mallaband 2002). This
play is a detached activity outside of the domain of productivity.
For Huizinga, at the heart of modernity, there is a ludic drive based on the
esthetic engagement with the world. Therefore, play ceases to be play when it is
instrumentalized, which he defines as “false play”. To commodify the ludic, to
transform it into a mere economic transaction or an expression of political ideas,
is perverting play and its function in culture. Play creates culture as a function
of its disinterestedness, as a result of its (Kantian) esthetic engagement with the
world.
This argument complicates the moral position of the concept of homo ludens
since any attempt to do so would break the disinterested, separate, esthetic engage-
ment with the world that constitutes the very essence of play. Play is paradoxical,
but it should not be so to the extent that we cannot reflect upon its role in sha-
ping the ethical behavior of those who play, or the moral impact of their actions.
If we embrace play’s separateness as an non-negotiable ontological quality, then
we also accept a paradoxical position: Play creates culture, but if play is outside
morality, then the culture it creates is also outside the scope of moral scrutiny.
For example, the Nazi regime used the Olympic Games to showcase their
ideology and politics. By blurring the lines between play as ritual and the world
outside the ritual, the Nazis wanted to project a powerful message in a way that
might have guaranteed the validation of their arguments. Besides being a stage
for displaying their organization power, the Olympics would be a constitution of
the racial superiority of Aryans—a validation that would be objective and not pol-
luted by politics or morals, as it would take place in the free and separate space
Homo Ludens Reloaded: The Ethics of Play in the Information Age 19
1 “It
is like a giant game”, as cited in https://www.washingtonpost.com/local/pizzagate-
from-rumor-to-hashtag-to-gunfire-in-dc/2016/12/06/4c7def50-bbd4-11e6-94ac-3d3248401
06c_story.html?utm_term=.b9d3cb02ebba. Retrieved: [23.08.2017].
20 M. Sicart
online communities of players of digital games (Chess and Shaw 2015; Massa-
nari 2017). However, all these works shy away from the admittedly complicated
task of adopting an ethical approach to the problems created by play.
Creating an order in the world by applying a play lens to it is what makes
homo ludens a creator of culture. However, doing so without moral reflection
leads to damaging cultures, like those that foster fake news or the “ambivalent
internet” (Phillips and Milner 2017). This is a process of commodification and
weaponization of play as an instrument for partisan or criminal purposes. Play
can create worlds, and these worlds reflect the values of homo ludens. Therefore,
one needs to inquire about the moral foundation of homo ludens: to understand
the ethical challenges of a playful computational culture, and the ways in which
we can intervene to analyze problems and effect change.
play continued. To play is create, nurture, and sustain those practices, aided by
game structures.
Both homo poieticus and homo ludens possess creative agency. They are both
models of constructivist beings, creators and preservers of worlds. Because of
their central role in creating and preserving these worlds, we can see both homo
ludens and homo poieticus as agents who should bear moral responsibility towards
the world they inhabit and the agents they interact with. These values are not
always positive: the worlds that GamerGate created and defended are based on
discriminatory values. But seeing this process of world-creation from a lens of a
constructivist ethics allows for the ethical critique and evaluation of the values on
which these worlds are created. Both homo ludens and homo poieticus create and
inhabit worlds with values, and uphold these values through their actions.
This process is what Floridi defines as creative stewardship (Floridi 2013,
p. 168). The homo poieticus is a steward of the values and informational integrity
of the environment they inhabit. This defines its creative requirements: the capa-
city to protect and contribute to the infosphere. Multiplayer games, both online
and offline, provide good examples of this: Communities of players tend to des-
pise those who cheat, or worse, those “spoilsports” that break the agreed-upon,
negotiated nature of the play experience (Consalvo 2007). Players tend to act
together, finding balance and expression through play, and through that process,
they develop and practice the virtues of that particular play experience.
Similarly, homo ludens is responsible for the values that define the encapsula-
ted world created when playing. As Goffman observed, many of the activities that
we engage in when we play have to do with collectively negotiating the purpose
of our actions while maintaining the integrity of the separated world in which we
play: “Speaking more strictly, we can think of inhibitory rules that tell partici-
pants what they must not attend to and of facilitating rules that tell them what
they may recognize” (Goffman 1961, p. 31). This is equivalent to the informa-
tional integrity of an infosphere. To play is to create and sustain an encapsulated
infosphere. Homo ludens has creative stewardship of the worlds of play.
This constructivist approach allows us to undertake the ethical inquiry into the
way the play-worlds are constructed and the way players behave towards those
play-worlds, all the other players, and the world in which those worlds occur.
Part of the challenge of being a moral homo ludens is to learn to have creative
stewardship over the play-worlds, while at the same time acknowledging that
not everybody plays, thar rules can also rule-out because not everybody outside
of those worlds wants to be a part of them. In this sense, I want to shift the
importance of the separateness of play to the moral domain of the player: It is
through action, through creative stewardship, that players need to make sense of
Homo Ludens Reloaded: The Ethics of Play in the Information Age 23
5 Conclusions
This chapter proposes an initial sketch for the understanding of the ethics of homo
ludens in the Information Age. So far, I have only superficially applied some gene-
ral Information Ethics concepts, and I have not specified in detail which ethical
theories can be applied to this project, besides an expansion of Virtue Ethics.
However, I hope to have provided an insight into the ways play can be seen as a
generator of cultural manifestations in the Information Age and established that
the process of creating those manifestations is not exempt from ethical scrutiny.
I have argued that if we look at the information from the perspective of play,
we can understand cultural production as the result of a ludic drive. This is pos-
sible because both play and computers have a re-ontologization capacity: They
change the nature of the world, in the case of play by creating an encapsulated
play-world. The worlds created by play have an effect on the cultural discourses
of the Information Age. Therefore, it is imperative to understand the ethics of
homo ludens so we can address the challenges that this play drive creates in and
for culture. I started this inquiry by arguing that homo ludens is a type of homo
poieticus. This means that we could potentially develop a constructivist ethics of
homo ludens that take into consideration the poietic and re-ontologizing capacity
of the ludic drive.
To play is to create worlds within this world, creating culture and human forms
of expression. In our era of ubiquitous computer machines, addressing how the
moral nature of homo ludens affects play-worlds is a crucial perspective. In that
Homo Ludens Reloaded: The Ethics of Play in the Information Age 25
creative stewardship, the ethical role of homo ludens in the Information Age is
defined.
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Ludography
Minecraft (Mojang 2011, O: Mojang)