The ludic paradox: Why behavioral change through games requires agency, not control

Games engage more than three billion players worldwide, and the interventions that seek to harness them for behavioral change, from gamification to serious games, produce strikingly heterogeneous results: meta-analytic syntheses report effects ranging from negligible to moderate, with a dispersion that the game elements treated as active ingredients by design-centered accounts explain poorly. We take this heterogeneity to be the phenomenon that a theory of behavioral change through games must explain. Our proposed hypothesis is that the relevant explanatory variable is controlling regulation, understood as the degree to which a design displaces the player's own reasons for acting, whereas instrumental purpose as such, which many effective interventions openly declare, carries no comparable explanatory weight. Drawing on motivational psychology, cultural economics, and game studies, we develop a four-pole framework that reconceptualizes gameplay as cultural meaning-making, identifying games as designed artifacts, play as evolved behavioral disposition, gameplay as situated experience, and re-play as reflective cultural practice, whose dynamic interaction generates behavioral transformation across extended temporal scales. Central to our analysis is the ludic dilemma, which we locate in the metacommunicative frame that constitutes an activity as play rather than in reward contingency alone, and which therefore predicts a discontinuity where accounts grounded in the overjustification effect predict a gradient. We specify what the framework adds to meaningful gamification, situated motivational affordances, Self-Determination Theory, and the debriefing tradition in simulation research, and we derive predictions, each with operational indicators and falsification conditions, that discriminate cultural meaning-making from these alternatives.

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Publication Details

Journal
New Ideas in Psychology
Published
2026-10-16
DOI
https://doi.org/10.1016/j.newideapsych.2026.101310
Primary Topic
Educational Games and Gamification
Type
article
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article

The ludic paradox: Why behavioral change through games requires agency, not control

Pier Luigi Sacco, Tiziano Antognozzi, Alessandro Crociata
New Ideas in Psychology
Educational Games and Gamification
article

The ludic paradox: Why behavioral change through games requires agency, not control

Pier Luigi Sacco, Tiziano Antognozzi, Alessandro Crociata
article en

Abstract

Games engage more than three billion players worldwide, and the interventions that seek to harness them for behavioral change, from gamification to serious games, produce strikingly heterogeneous results: meta-analytic syntheses report effects ranging from negligible to moderate, with a dispersion that the game elements treated as active ingredients by design-centered accounts explain poorly. We take this heterogeneity to be the phenomenon that a theory of behavioral change through games must explain. Our proposed hypothesis is that the relevant explanatory variable is controlling regulation, understood as the degree to which a design displaces the player's own reasons for acting, whereas instrumental purpose as such, which many effective interventions openly declare, carries no comparable explanatory weight. Drawing on motivational psychology, cultural economics, and game studies, we develop a four-pole framework that reconceptualizes gameplay as cultural meaning-making, identifying games as designed artifacts, play as evolved behavioral disposition, gameplay as situated experience, and re-play as reflective cultural practice, whose dynamic interaction generates behavioral transformation across extended temporal scales. Central to our analysis is the ludic dilemma, which we locate in the metacommunicative frame that constitutes an activity as play rather than in reward contingency alone, and which therefore predicts a discontinuity where accounts grounded in the overjustification effect predict a gradient. We specify what the framework adds to meaningful gamification, situated motivational affordances, Self-Determination Theory, and the debriefing tradition in simulation research, and we derive predictions, each with operational indicators and falsification conditions, that discriminate cultural meaning-making from these alternatives.

New Ideas in PsychologyVol. 84
Harvard University (US), University of Chieti-Pescara (IT)
Openalex Percentile: Top 5%
Educational Games and Gamification
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