LUNA / Terms
Term overview - thought relationally
Terms
on the reference axis AGENT - PROCESS - CORPUS - FORM
The terms are to be thought relationally, not in isolation. This overview orders them by their place on the reference axis: at one of the four quantities, between two, or outside. Each term leads to its own page.
5 Terms
AGENT
- Human Agent Capacitas
- Human Agent Capacitas is what a person brings to a Ludic Process in abilities and preconditions - what can they do?: perceive, move, understand, read games, know the subject, deal with others, interpret the design.
- Human Agent Habitus
- Human Agent Habitus comprises the relatively durable but not rigid patterns of thought, perception and behaviour that a person has internalised through their social origin and environment - above all in childhood and youth (Bourdieu).
- Human Agent Motivation
- Human Agent Motivation is why a person plays: the drives, needs and expectations from which they engage in a Ludic Process - mastering something difficult, discovering, being together with others, creating something, switching off, winning, or a purpose beyond the game: an obligation, an aim to develop oneself.
- Ludic Agent
- A Ludic Agent is an independent decision-maker taking part in a Ludic Process.
- Ludic Robot
- A Ludic Robot is a built Ludic Agent: a machine, a device, a program or a rule set that a human carries out - something that takes part in a Ludic Process and decides independently within it: the chess computer, the game-playing robot, the neural network that plays along, the automa of a board game.
1 Term
PROCESS
- Ludic Process
- The Ludic Process is what happens and is framed as play by at least one Ludic Agent - Bateson's "this is play".
22 Terms
CORPUS
- Ludic Action
- A Ludic Action is a single act in a game - what happens: moving, jumping, hiding, observing, shooting, drawing a card, trading, building.
- Ludic Activity
- A Ludic Activity is a field of action in a game - what one does: hunting, building, trading, exploring, negotiating, surviving.
- Ludic Appearance
- Ludic Appearance is a determination of appearing: a perceptible property of an element on a channel.
- Ludic Argumentum
- A Ludic Argumentum is the fictional justification that gives action in a game its urgency - why one must act.
- Ludic Corpus
- The Ludic Corpus is the body of determinations that hold for a Ludic Process, together with the material in which they are laid down - in a board game, for instance, the material together with the entire set of rules.
- Ludic Entity
- A Ludic Entity is an element that is there in a game: a piece, a card, a die, a ball, a goal; an avatar, an inventory item, an element of the interface; points, hit points, energy, money.
- Ludic Fiction
- Ludic Fiction is a fictional truth: what is to be imagined of an element of a game - what it counts as.
- Ludic Mechanism
- A Ludic Mechanism is a transferable pattern of regulation, a special form of the Ludic Pattern: a named configuration of rule schemata that creates a recurring kind of decision and interaction space - auction, placement, set collection.
- Ludic Narrational Structure
- A Ludic Narrational Structure is a narrative scaffold - the order in which a game narrates: beginning, turn, resolution.
- Ludic Narrem
- A Ludic Narrem is the smallest unit of fictional truth - what something counts as: gold, blood, power, life.
- Ludic Objective
- A Ludic Objective is a task with a target state and a condition of fulfilment: what is to be achieved and how it shows that it has been achieved - checkmate, more goals than the opponent, the last card played, the dragon at zero hit points.
- Ludic Organisational Structure
- A Ludic Organisational Structure orders a subject domain of a game - how does the domain work?: the economy, power, combat, survival.
- Ludic Pattern
- A Ludic Pattern is a named, fixed configuration of determinations in general form.
- Ludic Procedure
- A Ludic Procedure brings rules into the order of this game: first this, then that.
- Ludic Regulation
- Ludic Regulation is a regulating determination: it permits, constrains or conditions.
- Ludic Rule
- A Ludic Rule is the rule form of regulation: if this constellation is present, this effect occurs. Whoever laughs is out.
- Ludic Social Structure
- The Ludic Social Structure orders the agents of a game towards one another - with whom: with, against, in a team.
- Ludic Spatial Structure
- The Ludic Spatial Structure orders the places of a game in relation to one another - where: adjacent, distant, connected.
- Ludic Specification
- A Ludic Specification is the determination of value in regulation: it sets a parameter - this bearer has this value on this dimension.
- Ludic Sujet
- The Ludic Sujet is the fiction of a game in its order: the ascriptions of this game in the sequence in which the corpus sets them and makes them known.
- Ludic Temporal Structure
- The Ludic Temporal Structure orders what happens in a game in time - when: before, after, simultaneously.
- Ludic View Structure
- The Ludic View Structure orders what is perceivable in a game: what is perceivable for whom from where - visible or hidden, near or far.
1 Term
FORM
- Ludic Form
- The Ludic Form is the medial, material and interactional condition under which a game is realised - at the table with cardboard and wood, on screen with mouse or gamepad, on the pitch with the whole body, in the head.
5 Terms
AGENT – PROCESS
- Ludic Agent Situation
- Ludic Agent Situation is the factually given context in which a Ludic Agent takes part in a Ludic Process: where, when, for how long, with whom and in what setting they play - the living room or the underground, the break or the long evening, the family or strangers, leisure or class.
- Ludic Ductus
- The Ludic Ductus is the shape of experience over time in a Ludic Process: how intensity, mood and complexity develop over the playing time - crescendo, wave, plateau, implosion.
- Ludic Effectus
- The Ludic Effectus is what a Ludic Process leaves with a Ludic Agent - what remains afterwards: knowledge, ability, a changed attitude, closer relationships, a good memory, the urge for the next match.
- Ludic Experience
- Ludic Experience is what a Ludic Agent lives through during a Ludic Process - the experiential qualities: tension, wonder, challenge, calm, the sense that the others matter.
- Ludic Fabula
- The Ludic Fabula is the chronological-causal whole of the events of a match - or of a series of matches - as they are for one agent.
2 Terms
AGENT – CORPUS
- Ludic Frame
- A Ludic Frame is an interpretive schema according to which a Ludic Agent reads what happens.
- Ludic Sovereignty
- Ludic Sovereignty is the authority of a Ludic Agent to make or change determinations - who may change the determinations?
1 Term
AGENT – FORM
- Ludic Operation
- A Ludic Operation is the execution of a Ludic Action under the conditions of a Ludic Form - how it is done.
1 Term
outside the axis
- Ludic Desiderata
- Ludic Desiderata are the design intentions of a game: what is desired, what is to be achieved - a particular Ludic Fabula, Ludic Experience, a particular Ludic Ductus, Ludic Effectus.
Every term has its own page with definition, place and access, delimitations and explanation.