Homoludic Augmentation: Preliminary Reflections

Traditional play theories emphasise voluntary participation, bodily autonomy, and player agency. Emerging human augmentation technologies, however, challenge these foundations by introducing shared control between players and systems. In response, we propose Homoludic Augmentation: the intentional integration of augmentation technologies to extend, modify, or subvert established forms of play. Building on Caillois’ four categories—Agon, Alea, Ilinx, and Mimicry—we outline four corresponding forms of Homoludic Augmentation: Arete (augmenting competition), Tyche (augmenting risk and chance), Dionysia (sensory augmentation), and Mimesis (augmenting embodied role-play). Through historical, cultural, and contemporary examples, we examine how these forms reshape traditional play dynamics. We advocate for inclusive, ethically responsible design that centres consent, accessibility, and player autonomy. Rather than fixed typologies, these forms serve as fluid lenses for critical reflection. This paper invites designers and researchers to reimagine the possibilities and boundaries of play in an increasingly entangled human-technology landscape.

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Publication Details

Journal
Games Research and Practice
Published
2025-10-27
DOI
https://doi.org/10.1145/3773766
Primary Topic
Innovative Human-Technology Interaction
Type
article
Field-Weighted Citation Impact
0.00
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article

Homoludic Augmentation: Preliminary Reflections

Games Research and Practice
Innovative Human-Technology Interaction
article

Homoludic Augmentation: Preliminary Reflections

article en

Abstract

Traditional play theories emphasise voluntary participation, bodily autonomy, and player agency. Emerging human augmentation technologies, however, challenge these foundations by introducing shared control between players and systems. In response, we propose Homoludic Augmentation: the intentional integration of augmentation technologies to extend, modify, or subvert established forms of play. Building on Caillois’ four categories—Agon, Alea, Ilinx, and Mimicry—we outline four corresponding forms of Homoludic Augmentation: Arete (augmenting competition), Tyche (augmenting risk and chance), Dionysia (sensory augmentation), and Mimesis (augmenting embodied role-play). Through historical, cultural, and contemporary examples, we examine how these forms reshape traditional play dynamics. We advocate for inclusive, ethically responsible design that centres consent, accessibility, and player autonomy. Rather than fixed typologies, these forms serve as fluid lenses for critical reflection. This paper invites designers and researchers to reimagine the possibilities and boundaries of play in an increasingly entangled human-technology landscape.

Games Research and PracticeVol. 3(4)
University of Technology Sydney (AU), University of Canterbury (NZ), Southeast University (BD), Monash University (AU), Eindhoven University of Technology (NL)
Openalex Percentile: Top 44%
Innovative Human-Technology Interaction
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