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A concept of game is justified and unfolded that revolves around
the lure and threat of the unexpected. The author duo places their
theory of ludic action in classical concepts of the game as well as
in the current discourse of game studies. The phenomenal
multiplicity of games is outlined in historical perspective and
structured in a systematic manner. The authors explain the
media-technical and communicative preconditions of the computer
game boom and reflect on the discussion about escalations of ludic
violence. The instrumentalization of games, which is becoming
increasingly popular under the heading of gamification, is
critically examined. The conspicuous inflation of the game metaphor
is brought into connection with ludic connotations in the social
structures of modern and digital society. Fabian Arlt, M. A. ,
studied media management and is doing his doctorate in social and
business communication at the University of the Arts (UdK) in
Berlin. Prof. Dr. Hans-Jurgen Arlt is a social scientist and
publicist, he teaches at the Institute for Theory and Practice of
Communication at the University of the Arts (UdK) in Berlin.
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