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LUNA / Core term / Ludic Agent Situation

Core term - linguistically invariant

Ludic Agent Situation

Category AGENT – PROCESS
Entry

What it is about

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. What is meant is the context of playing, not the context within the game: the classroom is situation, the castle in the game is Ludic Frame.

It is agent-indexed: every agent has their own. At the same table the situations largely coincide; in an online game everyone sits in a different room, a different city, perhaps a different time zone. It is type-neutral: the dog in the park and the chess computer on the net also play in a situation. And it is found: for the design of the game it is given; whoever hosts the playing can arrange it - the teacher, the family, the fair’s organisers.

Place and design access

Place on the axis: AGENT–PROCESS - the given context of an agent for this process. Unlike Fabula, Experience, Ductus and Effectus on the same pair, it does not arise in the process: it surrounds it, partly precedes it and persists for its duration. On the time axis it stands in the row of framing.

Design access: found - the designer can neither set the situation, nor target it, nor address it; they can understand it and relate their design to it. Nor does it belong to the action space: what can be regulated is what agents can do in the game, not where, when and with whom they play. To be kept apart is designing for an expected situation - “short, interruptible sessions for the commute”: that is work on Ludic Form, Frame and the determinations of the corpus, oriented towards the addressed agents, not on the situation.

Relations on the axis:

  • PROCESS: it limits which processes can be carried out in it - not which forms are realisable. A LARP cannot be played on a train; a game for six cannot when three are there.
  • CORPUS: it limits which Temporal Structure holds in it - ten minutes to the next stop - and which Ludic Appearance takes effect in it: glare on the display, noise in the hall.
  • AGENT–FORM: it limits which Ludic Operations can be carried out - one-handed, standing, quietly.
  • AGENT: it modulates Human Agent Capacitas and Human Agent Motivation - the evening after the shift, the compulsory lesson.
  • AGENT–PROCESS: it modulates Ludic Experience and Ludic Effectus - what remains also depends on whether one played at school or at home.

Delimitations

Delimitation from Ludic Frame

Against Ludic Frame: where one plays and how one reads. The content frame is a schema set by the corpus; the situation is the agent’s actually given context. The frame escape says how the game is to be read; that it is played on the bus on the way home is the situation.

Delimitation from Ludic Form

Against the Ludic Form: executable and realisable. The form conditions what can be realised; the situation in which an agent plays conditions what can be carried out there. On a train a card game can be played, and a mobile game, a LARP cannot - the form of the LARP remains realisable, just not here. The boundary is gradual: some things cannot be carried out in a situation at all, others not well.

Delimitation from Ludic Agent

Against the Ludic Agent. Wind, floodlights and crowd noise influence the course but do not decide. They belong to the situation in which the agents play.

Delimitation from Human Agent Capacitas

Against Human Agent Capacitas: under what circumstances the person plays and what they can do. Tiredness after the working day is a state of capacitas; the noisy train, the ten minutes to the next stop are the situation. The situation modulates capacitas but is not it.

Delimitation from Human Agent Habitus

Against Human Agent Habitus: what someone finds and what they want. How much time a person wants to put into a game is habitus; how much they have - the ride on the bus, the evening before the early shift - is the situation. The tension between the two is a design concern of its own: interruptibility, short matches that add up to something long.

Examples

One game, three situations. Werewolf at the kitchen table: six family members, no time limit, grandmother leads and narrates. In a school class: thirty children, forty-five minutes, the teacher leads and at the same time keeps an eye on the noise. At summer camp: by the fire, in the dark, with children who hardly know each other. The same game, three situations - and each demands something different: shorter rounds, a different lead, different roles.

Further games:

  • Mini Metro on the underground: ten minutes to the next stop, a smartphone, one hand free - it has to be interruptible.
  • Twilight Imperium on game night: eight hours, a big table, a fixed group that has kept the Saturday free.
  • Among Us online: one match, but everyone in their own room, in a different city - every agent has their own situation.
  • StarCraft II on stage: audience, commentary, competitive pressure - the same game as at home, a different situation.

Explanation

Every game is played somewhere. At some time. With someone. And that is no side matter - it has a say in what is possible. Werewolf at the kitchen table, in a school class and around the campfire are three different evenings, although the rules are the same. That is Ludic Agent Situation: not the context within the game - pirate world, Middle Ages, outer space, that would be the Ludic Frame -, but the context around it: real space, real time, real people, a real occasion.

The situation sets limits. Whoever designs for the underground has ten minutes and a smartphone; whoever designs for class has forty-five minutes, thirty children and a teacher who has never seen the game. Often forgotten: the material context - table, light, Wi-Fi. Many a good idea fails on too small a table. And the situation is also cultural: a game that works in one country can fail elsewhere on norms of politeness - not on language or technology, but on expectations of how people deal with one another.

You cannot design the situation - but you can know which one you are designing for.

Usage context

DimensionClassification
PhaseIdeation (primary: where, when, with whom and on what occasion is play happening? - in parallel with or right after motivation, before form); development (does the prototype hold up in the target situation - time, space, group?); evaluation (record the actual situation in the playtest; deviations explain problems)
Tool typegenerative - eleven cards (SIT-01 to SIT-11) and a blank card (SIT-BL) in the stack stacks/agent/ludic-agent-situation/; reference: tabulae/worksheet/agent-persona-worksheet.md (situation field)

Theoretical foundation

  • Goffman, Frame Analysis (1974): separates the situation from the frame according to which it is read - the basis of the delimitation against Ludic Frame, although the two merge in experience.
  • Bronfenbrenner, The Ecology of Human Development (1979): the layered model of micro-, meso-, exo- and macrosystem. The four contexts of §10 can loosely be assigned to it - spatial-material to the micro-, social to the meso-, institutional to the exo-, cultural norms to the macrosystem.
  • Play pedagogy - Heimlich, Fritz: the play arrangement as a deliberately arranged enabling structure; the context moderates what remains of playing (Ludic Effectus). Hence the role of whoever hosts the playing.
  • Design practice, play occasion: when and where as the first step of a project. LUNA adds the institutional context - education, therapy, organisation.

Subdimensions

ContextGuiding questionExamples
Spatial-materialWhere is play happening, with what equipment?living room; classroom with projector; park; underground, smartphone only; online
TemporalHow much time, when, how regularly?15-minute break; a three-hour game night; the weekly 90-minute course
SocialWith whom, in what relationships, by which norms?family; circle of friends; strangers at a fair; school class with teacher; international team
InstitutionalIn what organisational setting, on what occasion?leisure; school with curriculum; therapy; workshop; tournament

Every situation combines all four. The occasion belongs to the institutional context, culture - norms, values, manners - to the social; in an international team it is a design question of its own. The material context is easily forgotten: table, light, Wi-Fi.

The eleven cards of the stack are typical situations, each assigned to one context (context_type): spatial-material Living Room, On the Go, Public Space, Online / Remote, Bedside, Outdoors; temporal Game Night, Quick Break; institutional Classroom, Stage & Arena, Workshop. There is no card for the social context.