A Ludic Litmus Test. Sara Is Missing, Gamevironments, and Gregory Bateson's Theory of Play

Authors

DOI:

https://doi.org/10.48783/gameviron.v21.i21.262

Keywords:

Ludic Litmus Test, Sara Is Missing, Ludic Communication, Gregory Bateson, Play Frame, Metacommunication, Static Disruption, Narrative Interactivity, Magic Circle, gamevironments

Abstract

This paper introduces the Ludic Litmus Test (LLT) as a tool to determine whether digital interactions constitute a gamevironment – an analytic concept recognizing video games within their cultural, social, and broader contextual significance. With the proliferation of digital media, distinguishing between a game and non-game environment is increasingly complex. The LLT scrutinizes digital interactions for ludic traits, evaluating whether they are part of a playful domain or a regular context. Using the game Sara Is Missing (2016) as a case study, the paper found the test to be particularly useful in assessing ludic elements when the distinction between the game’s fictional narrative and real-world cues is blurred. Central to the LLT is the identification of ludic communication, which juxtaposes an overt message against a subtle metamessage, indicating that the context is playful. The LLT aims to refine the ambiguous terms game and play, preventing circular reasoning and enhancing academic discourse.

Author Biography

  • Gregory Price Grieve, University of North Carolina at Greensboro

    Gregory Price Grieve is a Professor of Religion and the Executive Director of Liberal and Professional Studies at the University of North Carolina at Greensboro, where he has led with distinction for over two decades. An award-winning educator, Grieve is known for his excellence in teaching, recognized by the UNC Board of Governors’ Award for Excellence in Teaching, and for his innovative work in faculty development, curriculum design, and pedagogy. As a distinguished researcher, he has authored and edited five books and numerous articles, establishing himself as a leading voice on the intersections of religion, culture, and digital technology. His research explores how digital media reshapes religious practices, ethics, and identities, with a special focus on Nepal and the study of digital religion.

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Published

2024-12-21