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Manifesto​ ​for​ ​a​ ​Ludic​ ​Century
by​ ​Eric​ ​Zimmerman
Games​ ​are​ ​ancient.
Like​ ​making​ ​music,​ ​telling​ ​stories,​ ​and​ ​creating​ ​images,​ ​playing​ ​games​ ​is​ ​part​ ​of​ ​what
it​ ​means​ ​to​ ​be​ ​human.​ ​Games​ ​are​ ​perhaps​ ​the​ ​first​ ​designed​ ​interactive​ ​systems​ ​our
species​ ​invented.
Digital​ ​technology​ ​has​ ​given​ ​games​ ​a​ ​new​ ​relevance.
The​ ​rise​ ​of​ ​computers​ ​has​ ​paralleled​ ​the​ ​resurgence​ ​of​ ​games​ ​in​ ​our​ ​culture.​ ​This​ ​is
no​ ​accident.​ ​Games​ ​like​ ​Chess,​ ​Go,​ ​and​ ​Parcheesi​ ​are​ ​much​ ​like​ ​digital​ ​computers,
machines​ ​for​ ​creating​ ​and​ ​storing​ ​numerical​ ​states.​ ​In​ ​this​ ​sense,​ ​computers​ ​didn’t
create​ ​games;​ ​games​ ​created​ ​computers.
The​ ​20​th​
​ ​Century​ ​was​ ​the​ ​century​ ​of​ ​information.
Systems​ ​theory,​ ​communications​ ​theory,​ ​cybernetics,​ ​artificial​ ​intelligence,​ ​computer
science​ ​–​ ​these​ ​fields,​ ​many​ ​of​ ​them​ ​emerging​ ​well​ ​before​ ​electronic​ ​computers,
helped​ ​create​ ​the​ ​“information​ ​revolution.”
The​ ​abstraction​ ​of​ ​information​ ​has​ ​made​ ​possible​ ​massively​ ​complex​ ​bureaucracies
and​ ​technologies,​ ​from​ ​telegraph​ ​and​ ​telephone​ ​networks​ ​to​ ​NASDAQ​ ​and​ ​Facebook.
In​ ​our​ ​Ludic​ ​Century,​ ​information​ ​has​ ​been​ ​put​ ​at​ ​play.
Our​ ​information​ ​networks​ ​no​ ​longer​ ​take​ ​the​ ​form​ ​of​ ​vast​ ​card​ ​catalogs​ ​or​ ​webs​ ​of
pneumatic​ ​tubes.​ ​Digital​ ​networks​ ​are​ ​flexible​ ​and​ ​organic.
In​ ​the​ ​last​ ​few​ ​decades,​ ​information​ ​has​ ​taken​ ​a​ ​playful​ ​turn.​ ​To​ ​take​ ​a​ ​prime
example,​ ​Wikipedia​ ​is​ ​not​ ​about​ ​users​ ​accessing​ ​a​ ​storehouse​ ​of​ ​expert​ ​knowledge.​ ​It
is​ ​a​ ​messy,​ ​chaotic​ ​community​ ​in​ ​which​ ​the​ ​users​ ​are​ ​also​ ​the​ ​experts,​ ​who​ ​together
create​ ​the​ ​information​ ​while​ ​also​ ​evolving​ ​the​ ​system​ ​as​ ​a​ ​whole.
In​ ​the​ ​20​th​
​ ​Century,​ ​the​ ​moving​ ​image​ ​was​ ​the​ ​dominant​ ​cultural
form.
While​ ​music,​ ​architecture,​ ​the​ ​written​ ​word,​ ​and​ ​many​ ​other​ ​forms​ ​of​ ​expression
flourished​ ​in​ ​the​ ​last​ ​century,​ ​the​ ​moving​ ​image​ ​came​ ​to​ ​dominate.​ ​Personal
storytelling,​ ​news​ ​reporting,​ ​epic​ ​cultural​ ​narratives,​ ​political​ ​propaganda​ ​–​ ​all​ ​were
expressed​ ​most​ ​powerfully​ ​through​ ​film​ ​and​ ​video.
The​ ​rise​ ​of​ ​the​ ​moving​ ​image​ ​is​ ​tightly​ ​bound​ ​to​ ​the​ ​rise​ ​of​ ​information;​ ​film​ ​and
video​ ​as​ ​media​ ​represent​ ​linear,​ ​non-interactive​ ​information​ ​that​ ​is​ ​accessed​ ​by​ ​a
viewer.
The​ ​Ludic​ ​Century​ ​is​ ​an​ ​era​ ​of​ ​games.
When​ ​information​ ​is​ ​put​ ​at​ ​play,​ ​game-like​ ​experiences​ ​replace​ ​linear​ ​media.​ ​Media
and​ ​culture​ ​in​ ​the​ ​Ludic​ ​Century​ ​is​ ​increasingly​ ​systemic,​ ​modular,​ ​customizable,
and​ ​participatory.​ ​Games​ ​embody​ ​all​ ​of​ ​these​ ​characteristics​ ​in​ ​a​ ​very​ ​direct​ ​sense.
Increasingly,​ ​the​ ​ways​ ​that​ ​people​ ​spend​ ​their​ ​leisure​ ​time​ ​and​ ​consume​ ​art,​ ​design,
and​ ​entertainment​ ​will​ ​be​ ​games​ ​-​ ​or​ ​experiences​ ​very​ ​much​ ​like​ ​games.
We​ ​live​ ​in​ ​a​ ​world​ ​of​ ​systems.
The​ ​ways​ ​that​ ​we​ ​work​ ​and​ ​communicate,​ ​research​ ​and​ ​learn,​ ​socialize​ ​and​ ​romance,
conduct​ ​our​ ​finances​ ​and​ ​communicate​ ​with​ ​our​ ​governments,​ ​are​ ​all​ ​intimately
intertwined​ ​with​ ​complex​ ​systems​ ​of​ ​information​ ​–​ ​in​ ​a​ ​way​ ​that​ ​could​ ​not​ ​have
existed​ ​a​ ​few​ ​decades​ ​ago.
For​ ​such​ ​a​ ​systemic​ ​society,​ ​games​ ​make​ ​a​ ​natural​ ​fit.​ ​While​ ​every​ ​poem​ ​or​ ​every
song​ ​is​ ​certainly​ ​a​ ​system,​ ​games​ ​are​ ​dynamic​ ​systems​ ​in​ ​a​ ​much​ ​more​ ​literal​ ​sense.
From​ ​Poker​ ​to​ ​Pac-Man​ ​to​ ​Warcraft,​ ​games​ ​are​ ​machines​ ​of​ ​inputs​ ​and​ ​outputs​ ​that
are​ ​inhabited,​ ​manipulated,​ ​and​ ​explored.
There​ ​is​ ​a​ ​need​ ​to​ ​be​ ​playful.
It​ ​is​ ​not​ ​enough​ ​to​ ​merely​ ​be​ ​a​ ​systems-literate​ ​person;​ ​to​ ​understand​ ​systems​ ​in​ ​an
analytic​ ​sense.​ ​We​ ​also​ ​must​ ​learn​ ​to​ ​be​ ​playful​ ​in​ ​them.​ ​A​ ​playful​ ​system​ ​is​ ​a​ ​human
system,​ ​a​ ​social​ ​system​ ​rife​ ​with​ ​contradictions​ ​and​ ​with​ ​possibility.
Being​ ​playful​ ​is​ ​the​ ​engine​ ​of​ ​innovation​ ​and​ ​creativity:​ ​as​ ​we​ ​play,​ ​we​ ​think​ ​about
thinking​ ​and​ ​we​ ​learn​ ​to​ ​act​ ​in​ ​new​ ​ways.​ ​As​ ​a​ ​cultural​ ​form,​ ​games​ ​have​ ​a
particularly​ ​direct​ ​connection​ ​with​ ​play.
We​ ​should​ ​think​ ​like​ ​designers.
In​ ​the​ ​Ludic​ ​Century,​ ​we​ ​cannot​ ​have​ ​a​ ​passive​ ​relationship​ ​to​ ​the​ ​systems​ ​that​ ​we
inhabit.​ ​We​ ​must​ ​learn​ ​to​ ​be​ ​designers,​ ​to​ ​recognize​ ​how​ ​and​ ​why​ ​systems​ ​are
constructed,​ ​and​ ​to​ ​try​ ​to​ ​make​ ​them​ ​better.
It​ ​took​ ​several​ ​decades​ ​for​ ​automobiles​ ​to​ ​shift​ ​from​ ​being​ ​a​ ​hobbyist​ ​technology
requiring​ ​expert​ ​knowledge​ ​to​ ​being​ ​a​ ​locked-in​ ​consumer​ ​product.​ ​The​ ​constant
change​ ​of​ ​digital​ ​technology​ ​means​ ​that​ ​our​ ​hardware​ ​and​ ​software​ ​systems​ ​may
never​ ​stabilize​ ​in​ ​this​ ​way.​ ​To​ ​fully​ ​engage​ ​with​ ​our​ ​world​ ​of​ ​systems,​ ​we​ ​must​ ​all
think​ ​like​ ​designers.
Games​ ​are​ ​a​ ​literacy.
Systems,​ ​play,​ ​design:​ ​these​ ​are​ ​not​ ​just​ ​aspects​ ​of​ ​the​ ​Ludic​ ​Century,​ ​they​ ​are​ ​also
elements​ ​of​ ​​gaming​ ​literacy​.​ ​Literacy​ ​is​ ​about​ ​creating​ ​and​ ​understanding​ ​meaning,
which​ ​allows​ ​people​ ​to​ ​write​ ​(create)​ ​and​ ​read​ ​(understand).
New​ ​literacies,​ ​such​ ​as​ ​visual​ ​and​ ​technological​ ​literacy,​ ​have​ ​also​ ​been​ ​identified​ ​in
recent​ ​decades.​ ​However,​ ​to​ ​be​ ​truly​ ​literate​ ​in​ ​the​ ​Ludic​ ​Century​ ​also​ ​requires
gaming​ ​literacy.​ ​The​ ​rise​ ​of​ ​games​ ​in​ ​our​ ​culture​ ​is​ ​both​ ​cause​ ​and​ ​effect​ ​of​ ​gaming
literacy​ ​in​ ​the​ ​Ludic​ ​Century.
Gaming​ ​literacy​ ​can​ ​address​ ​our​ ​problems.
The​ ​problems​ ​the​ ​world​ ​faces​ ​today​ ​requires​ ​the​ ​kinds​ ​of​ ​thinking​ ​that​ ​gaming
literacy​ ​engenders.​ ​How​ ​does​ ​the​ ​price​ ​of​ ​gas​ ​in​ ​California​ ​affect​ ​the​ ​politics​ ​of​ ​the
Middle​ ​East​ ​affect​ ​the​ ​Amazon​ ​ecosystem?​ ​These​ ​problems​ ​force​ ​us​ ​to​ ​understand
how​ ​the​ ​parts​ ​of​ ​a​ ​system​ ​fit​ ​together​ ​to​ ​create​ ​a​ ​complex​ ​whole​ ​with​ ​emergent
effects.​ ​They​ ​require​ ​playful,​ ​innovative,​ ​trans-disciplinary​ ​thinking​ ​in​ ​which​ ​systems
can​ ​be​ ​analyzed,​ ​redesigned,​ ​and​ ​transformed​ ​into​ ​something​ ​new.
In​ ​the​ ​Ludic​ ​Century,​ ​everyone​ ​will​ ​be​ ​a​ ​game​ ​designer.
Games​ ​alter​ ​the​ ​very​ ​nature​ ​of​ ​cultural​ ​consumption.​ ​Music​ ​is​ ​​played​ ​​by​ ​musicians,
but​ ​most​ ​people​ ​are​ ​not​ ​musicians​ ​–​ ​they​ ​listen​ ​to​ ​music​ ​that​ ​someone​ ​else​ ​has
made.​ ​Games,​ ​on​ ​the​ ​other​ ​hand,​ ​require​ ​active​ ​participation.
Game​ ​design​ ​involves​ ​systems​ ​logic,​ ​social​ ​psychology,​ ​and​ ​culture​ ​hacking.​ ​To​ ​play​ ​a
game​ ​deeply​ ​is​ ​to​ ​think​ ​more​ ​and​ ​more​ ​like​ ​a​ ​game​ ​designer​ ​–​ ​to​ ​tinker,
retro-engineer,​ ​and​ ​modify​ ​a​ ​game​ ​in​ ​order​ ​to​ ​find​ ​new​ ​ways​ ​to​ ​play.​ ​As​ ​more​ ​people
play​ ​more​ ​deeply​ ​in​ ​the​ ​Ludic​ ​Century,​ ​the​ ​lines​ ​will​ ​become​ ​increasingly​ ​blurred
between​ ​game​ ​players​ ​and​ ​game​ ​designers.
Games​ ​are​ ​beautiful.​ ​They​ ​do​ ​not​ ​need​ ​to​ ​be​ ​justified.
This​ ​above​ ​all:​ ​games​ ​are​ ​not​ ​valuable​ ​because​ ​they​ ​can​ ​teach​ ​someone​ ​a​ ​skill​ ​or
make​ ​the​ ​world​ ​a​ ​better​ ​place.​ ​Like​ ​other​ ​forms​ ​of​ ​cultural​ ​expression,​ ​games​ ​and
play​ ​are​ ​important​ ​because​ ​they​ ​are​ ​beautiful.
Appreciating​ ​the​ ​aesthetics​ ​of​ ​games​ ​–​ ​how​ ​dynamic​ ​interactive​ ​systems​ ​create
beauty​ ​and​ ​meaning​ ​–​ ​is​ ​one​ ​of​ ​the​ ​delightful​ ​and​ ​daunting​ ​challenges​ ​we​ ​face​ ​in​ ​this
dawning​ ​Ludic​ ​Century.
Very​ ​special​ ​thanks​ ​to​ ​the​ ​brilliant​ ​Heather​ ​Chaplin​ ​for​ ​developing​ ​these​ ​ideas
with​ ​me​ ​over​ ​many​ ​conversations​ ​and​ ​arguments.​ ​And​ ​thanks​ ​to​ ​Nathalie
Pozzi​ ​and​ ​John​ ​Sharp​ ​for​ ​insightful​ ​suggestions​ ​and​ ​editing.

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Manifesto for a ludic century

  • 1. Manifesto​ ​for​ ​a​ ​Ludic​ ​Century by​ ​Eric​ ​Zimmerman Games​ ​are​ ​ancient. Like​ ​making​ ​music,​ ​telling​ ​stories,​ ​and​ ​creating​ ​images,​ ​playing​ ​games​ ​is​ ​part​ ​of​ ​what it​ ​means​ ​to​ ​be​ ​human.​ ​Games​ ​are​ ​perhaps​ ​the​ ​first​ ​designed​ ​interactive​ ​systems​ ​our species​ ​invented. Digital​ ​technology​ ​has​ ​given​ ​games​ ​a​ ​new​ ​relevance. The​ ​rise​ ​of​ ​computers​ ​has​ ​paralleled​ ​the​ ​resurgence​ ​of​ ​games​ ​in​ ​our​ ​culture.​ ​This​ ​is no​ ​accident.​ ​Games​ ​like​ ​Chess,​ ​Go,​ ​and​ ​Parcheesi​ ​are​ ​much​ ​like​ ​digital​ ​computers, machines​ ​for​ ​creating​ ​and​ ​storing​ ​numerical​ ​states.​ ​In​ ​this​ ​sense,​ ​computers​ ​didn’t create​ ​games;​ ​games​ ​created​ ​computers. The​ ​20​th​ ​ ​Century​ ​was​ ​the​ ​century​ ​of​ ​information. Systems​ ​theory,​ ​communications​ ​theory,​ ​cybernetics,​ ​artificial​ ​intelligence,​ ​computer science​ ​–​ ​these​ ​fields,​ ​many​ ​of​ ​them​ ​emerging​ ​well​ ​before​ ​electronic​ ​computers, helped​ ​create​ ​the​ ​“information​ ​revolution.” The​ ​abstraction​ ​of​ ​information​ ​has​ ​made​ ​possible​ ​massively​ ​complex​ ​bureaucracies and​ ​technologies,​ ​from​ ​telegraph​ ​and​ ​telephone​ ​networks​ ​to​ ​NASDAQ​ ​and​ ​Facebook. In​ ​our​ ​Ludic​ ​Century,​ ​information​ ​has​ ​been​ ​put​ ​at​ ​play. Our​ ​information​ ​networks​ ​no​ ​longer​ ​take​ ​the​ ​form​ ​of​ ​vast​ ​card​ ​catalogs​ ​or​ ​webs​ ​of pneumatic​ ​tubes.​ ​Digital​ ​networks​ ​are​ ​flexible​ ​and​ ​organic. In​ ​the​ ​last​ ​few​ ​decades,​ ​information​ ​has​ ​taken​ ​a​ ​playful​ ​turn.​ ​To​ ​take​ ​a​ ​prime example,​ ​Wikipedia​ ​is​ ​not​ ​about​ ​users​ ​accessing​ ​a​ ​storehouse​ ​of​ ​expert​ ​knowledge.​ ​It is​ ​a​ ​messy,​ ​chaotic​ ​community​ ​in​ ​which​ ​the​ ​users​ ​are​ ​also​ ​the​ ​experts,​ ​who​ ​together create​ ​the​ ​information​ ​while​ ​also​ ​evolving​ ​the​ ​system​ ​as​ ​a​ ​whole.
  • 2. In​ ​the​ ​20​th​ ​ ​Century,​ ​the​ ​moving​ ​image​ ​was​ ​the​ ​dominant​ ​cultural form. While​ ​music,​ ​architecture,​ ​the​ ​written​ ​word,​ ​and​ ​many​ ​other​ ​forms​ ​of​ ​expression flourished​ ​in​ ​the​ ​last​ ​century,​ ​the​ ​moving​ ​image​ ​came​ ​to​ ​dominate.​ ​Personal storytelling,​ ​news​ ​reporting,​ ​epic​ ​cultural​ ​narratives,​ ​political​ ​propaganda​ ​–​ ​all​ ​were expressed​ ​most​ ​powerfully​ ​through​ ​film​ ​and​ ​video. The​ ​rise​ ​of​ ​the​ ​moving​ ​image​ ​is​ ​tightly​ ​bound​ ​to​ ​the​ ​rise​ ​of​ ​information;​ ​film​ ​and video​ ​as​ ​media​ ​represent​ ​linear,​ ​non-interactive​ ​information​ ​that​ ​is​ ​accessed​ ​by​ ​a viewer. The​ ​Ludic​ ​Century​ ​is​ ​an​ ​era​ ​of​ ​games. When​ ​information​ ​is​ ​put​ ​at​ ​play,​ ​game-like​ ​experiences​ ​replace​ ​linear​ ​media.​ ​Media and​ ​culture​ ​in​ ​the​ ​Ludic​ ​Century​ ​is​ ​increasingly​ ​systemic,​ ​modular,​ ​customizable, and​ ​participatory.​ ​Games​ ​embody​ ​all​ ​of​ ​these​ ​characteristics​ ​in​ ​a​ ​very​ ​direct​ ​sense. Increasingly,​ ​the​ ​ways​ ​that​ ​people​ ​spend​ ​their​ ​leisure​ ​time​ ​and​ ​consume​ ​art,​ ​design, and​ ​entertainment​ ​will​ ​be​ ​games​ ​-​ ​or​ ​experiences​ ​very​ ​much​ ​like​ ​games. We​ ​live​ ​in​ ​a​ ​world​ ​of​ ​systems. The​ ​ways​ ​that​ ​we​ ​work​ ​and​ ​communicate,​ ​research​ ​and​ ​learn,​ ​socialize​ ​and​ ​romance, conduct​ ​our​ ​finances​ ​and​ ​communicate​ ​with​ ​our​ ​governments,​ ​are​ ​all​ ​intimately intertwined​ ​with​ ​complex​ ​systems​ ​of​ ​information​ ​–​ ​in​ ​a​ ​way​ ​that​ ​could​ ​not​ ​have existed​ ​a​ ​few​ ​decades​ ​ago. For​ ​such​ ​a​ ​systemic​ ​society,​ ​games​ ​make​ ​a​ ​natural​ ​fit.​ ​While​ ​every​ ​poem​ ​or​ ​every song​ ​is​ ​certainly​ ​a​ ​system,​ ​games​ ​are​ ​dynamic​ ​systems​ ​in​ ​a​ ​much​ ​more​ ​literal​ ​sense. From​ ​Poker​ ​to​ ​Pac-Man​ ​to​ ​Warcraft,​ ​games​ ​are​ ​machines​ ​of​ ​inputs​ ​and​ ​outputs​ ​that are​ ​inhabited,​ ​manipulated,​ ​and​ ​explored. There​ ​is​ ​a​ ​need​ ​to​ ​be​ ​playful.
  • 3. It​ ​is​ ​not​ ​enough​ ​to​ ​merely​ ​be​ ​a​ ​systems-literate​ ​person;​ ​to​ ​understand​ ​systems​ ​in​ ​an analytic​ ​sense.​ ​We​ ​also​ ​must​ ​learn​ ​to​ ​be​ ​playful​ ​in​ ​them.​ ​A​ ​playful​ ​system​ ​is​ ​a​ ​human system,​ ​a​ ​social​ ​system​ ​rife​ ​with​ ​contradictions​ ​and​ ​with​ ​possibility. Being​ ​playful​ ​is​ ​the​ ​engine​ ​of​ ​innovation​ ​and​ ​creativity:​ ​as​ ​we​ ​play,​ ​we​ ​think​ ​about thinking​ ​and​ ​we​ ​learn​ ​to​ ​act​ ​in​ ​new​ ​ways.​ ​As​ ​a​ ​cultural​ ​form,​ ​games​ ​have​ ​a particularly​ ​direct​ ​connection​ ​with​ ​play. We​ ​should​ ​think​ ​like​ ​designers. In​ ​the​ ​Ludic​ ​Century,​ ​we​ ​cannot​ ​have​ ​a​ ​passive​ ​relationship​ ​to​ ​the​ ​systems​ ​that​ ​we inhabit.​ ​We​ ​must​ ​learn​ ​to​ ​be​ ​designers,​ ​to​ ​recognize​ ​how​ ​and​ ​why​ ​systems​ ​are constructed,​ ​and​ ​to​ ​try​ ​to​ ​make​ ​them​ ​better. It​ ​took​ ​several​ ​decades​ ​for​ ​automobiles​ ​to​ ​shift​ ​from​ ​being​ ​a​ ​hobbyist​ ​technology requiring​ ​expert​ ​knowledge​ ​to​ ​being​ ​a​ ​locked-in​ ​consumer​ ​product.​ ​The​ ​constant change​ ​of​ ​digital​ ​technology​ ​means​ ​that​ ​our​ ​hardware​ ​and​ ​software​ ​systems​ ​may never​ ​stabilize​ ​in​ ​this​ ​way.​ ​To​ ​fully​ ​engage​ ​with​ ​our​ ​world​ ​of​ ​systems,​ ​we​ ​must​ ​all think​ ​like​ ​designers. Games​ ​are​ ​a​ ​literacy. Systems,​ ​play,​ ​design:​ ​these​ ​are​ ​not​ ​just​ ​aspects​ ​of​ ​the​ ​Ludic​ ​Century,​ ​they​ ​are​ ​also elements​ ​of​ ​​gaming​ ​literacy​.​ ​Literacy​ ​is​ ​about​ ​creating​ ​and​ ​understanding​ ​meaning, which​ ​allows​ ​people​ ​to​ ​write​ ​(create)​ ​and​ ​read​ ​(understand). New​ ​literacies,​ ​such​ ​as​ ​visual​ ​and​ ​technological​ ​literacy,​ ​have​ ​also​ ​been​ ​identified​ ​in recent​ ​decades.​ ​However,​ ​to​ ​be​ ​truly​ ​literate​ ​in​ ​the​ ​Ludic​ ​Century​ ​also​ ​requires gaming​ ​literacy.​ ​The​ ​rise​ ​of​ ​games​ ​in​ ​our​ ​culture​ ​is​ ​both​ ​cause​ ​and​ ​effect​ ​of​ ​gaming literacy​ ​in​ ​the​ ​Ludic​ ​Century. Gaming​ ​literacy​ ​can​ ​address​ ​our​ ​problems. The​ ​problems​ ​the​ ​world​ ​faces​ ​today​ ​requires​ ​the​ ​kinds​ ​of​ ​thinking​ ​that​ ​gaming literacy​ ​engenders.​ ​How​ ​does​ ​the​ ​price​ ​of​ ​gas​ ​in​ ​California​ ​affect​ ​the​ ​politics​ ​of​ ​the
  • 4. Middle​ ​East​ ​affect​ ​the​ ​Amazon​ ​ecosystem?​ ​These​ ​problems​ ​force​ ​us​ ​to​ ​understand how​ ​the​ ​parts​ ​of​ ​a​ ​system​ ​fit​ ​together​ ​to​ ​create​ ​a​ ​complex​ ​whole​ ​with​ ​emergent effects.​ ​They​ ​require​ ​playful,​ ​innovative,​ ​trans-disciplinary​ ​thinking​ ​in​ ​which​ ​systems can​ ​be​ ​analyzed,​ ​redesigned,​ ​and​ ​transformed​ ​into​ ​something​ ​new. In​ ​the​ ​Ludic​ ​Century,​ ​everyone​ ​will​ ​be​ ​a​ ​game​ ​designer. Games​ ​alter​ ​the​ ​very​ ​nature​ ​of​ ​cultural​ ​consumption.​ ​Music​ ​is​ ​​played​ ​​by​ ​musicians, but​ ​most​ ​people​ ​are​ ​not​ ​musicians​ ​–​ ​they​ ​listen​ ​to​ ​music​ ​that​ ​someone​ ​else​ ​has made.​ ​Games,​ ​on​ ​the​ ​other​ ​hand,​ ​require​ ​active​ ​participation. Game​ ​design​ ​involves​ ​systems​ ​logic,​ ​social​ ​psychology,​ ​and​ ​culture​ ​hacking.​ ​To​ ​play​ ​a game​ ​deeply​ ​is​ ​to​ ​think​ ​more​ ​and​ ​more​ ​like​ ​a​ ​game​ ​designer​ ​–​ ​to​ ​tinker, retro-engineer,​ ​and​ ​modify​ ​a​ ​game​ ​in​ ​order​ ​to​ ​find​ ​new​ ​ways​ ​to​ ​play.​ ​As​ ​more​ ​people play​ ​more​ ​deeply​ ​in​ ​the​ ​Ludic​ ​Century,​ ​the​ ​lines​ ​will​ ​become​ ​increasingly​ ​blurred between​ ​game​ ​players​ ​and​ ​game​ ​designers. Games​ ​are​ ​beautiful.​ ​They​ ​do​ ​not​ ​need​ ​to​ ​be​ ​justified. This​ ​above​ ​all:​ ​games​ ​are​ ​not​ ​valuable​ ​because​ ​they​ ​can​ ​teach​ ​someone​ ​a​ ​skill​ ​or make​ ​the​ ​world​ ​a​ ​better​ ​place.​ ​Like​ ​other​ ​forms​ ​of​ ​cultural​ ​expression,​ ​games​ ​and play​ ​are​ ​important​ ​because​ ​they​ ​are​ ​beautiful. Appreciating​ ​the​ ​aesthetics​ ​of​ ​games​ ​–​ ​how​ ​dynamic​ ​interactive​ ​systems​ ​create beauty​ ​and​ ​meaning​ ​–​ ​is​ ​one​ ​of​ ​the​ ​delightful​ ​and​ ​daunting​ ​challenges​ ​we​ ​face​ ​in​ ​this dawning​ ​Ludic​ ​Century. Very​ ​special​ ​thanks​ ​to​ ​the​ ​brilliant​ ​Heather​ ​Chaplin​ ​for​ ​developing​ ​these​ ​ideas with​ ​me​ ​over​ ​many​ ​conversations​ ​and​ ​arguments.​ ​And​ ​thanks​ ​to​ ​Nathalie Pozzi​ ​and​ ​John​ ​Sharp​ ​for​ ​insightful​ ​suggestions​ ​and​ ​editing.