Ludic acting

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Ludic action (from the Latin ludus : game) is a form of social or objective action that is playful and often expressive , but not completely regulated and purpose-related (so-called game action ).

Ludic acting as creative acting

Ludic behavior is partly in contrast to functional work behavior and ritualized social behavior. In part, it creatively fills the scope of ritual behavior and complements the work with playful experimentation. It enables complex learning processes and often precedes or optimizes a targeted problem solution, but can also have a decompositional character, i.e. H. Playfully dismantling traditional forms such as in the sound poems of Dadaism (“nonsense poetry”).

The ludic action is often non-intentional. In its intentional form, it is often aimed at mastering a particular mastery in overcoming artificially created difficulties (e.g. in computer games).

Creativity- oriented ludic action is to be distinguished from gamification as a performance-enhancing non-monetary incentive and motivation strategy in a competitive context, as it is e.g. B. is used in virtual competitions to create employee rankings in sales or other company areas.

“Child-like” adult activities such as coloring in coloring books to relax or solving Sudokus to “kill time” are not necessarily to be seen as forms of Ludic trading; they are often based on fixed rules or guidelines and they lack a creative element.

Ludic action and innovation

Ludic behavior has always been an important source of innovation and it is today especially in the IT and media sector, where it in turn creates numerous game applications. on the other hand, fixed organizational structures, boundaries, rules and standards are seen as restricting innovation. In this context, Stefan Derpmann speaks of ludic innovation behavior as an innovation- promoting factor that breaks system boundaries and through which new rules and routines can be tested, while he questions organizations as preferred places of innovation. Steffen Roth from the ESC Rennes School of Business speaks of gamification of innovation . The concept of Ludic innovation behavior is also finding its way into the theory of entrepreneurship and management theory . B. spoken of gamification of crowdsourcing or Lego serious play . The concept of Design Thinking points in a similar direction, which requires a playful attitude that removes the ballast of what is given and appropriated (especially in the form of established technical and software solutions).

Johan Huizinga , who pointed out the central culture-shaping effect of play, also coined the term puerilism for adult behavior in modern times, which he classified as infantile . To this he counts the need for banal diversion and the addiction to sensations. Confusing play and seriousness alone is harmful to culture.

Individual evidence

  1. Gabriel Ptok, Aesthetic and therapeutic communication with sound poems: Concepts of writing, speaking and listening to parasemantic texts , Röhrig Universitätsverlag 2006, p. 62
  2. ^ Roger Caillois: The games and the people. Mask and intoxication. Frankfurt / Main, Berlin, Vienna: Ullstein 1982, p. 36
  3. ^ Aldo Tolino, Gaming 2.0 - Computer games and cultural production. Analysis of the participation of computer gamers in a convergent media culture and taxonomy of Ludic artifacts , Boizenburg 2010
  4. Delpmann 2010, p. 1.
  5. Steffen Roth: Call for Papers for Creativity and Innovation Management. [1] . Publication of the special edition in June 2015.

literature

  • Stefan Derpmann: Ludic design and action patterns in the innovation process . Studies in the sociology of culture and technology at the University of Essen-Duisburg, Working Papers no. 4 (2010), online [2] (PDF; 443 kB).
  • Johan Huizinga : Homo Ludens . From the origin of culture in the game . Hamburg: Rowohlt 2006.