A Ludic Litmus Test. Sara Is Missing, Gamevironments, and Gregory Bateson's Theory of Play
DOI:
https://doi.org/10.48783/gameviron.v21.i21.262Keywords:
Ludic Litmus Test, Sara Is Missing, Ludic Communication, Gregory Bateson, Play Frame, Metacommunication, Static Disruption, Narrative Interactivity, Magic Circle, gamevironmentsAbstract
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.