[
    {
        "id": "fsp-846",
        "type": "article",
        "title": "Ludics",
        "author": [
            {
                "family": "Seraphine",
                "given": "Frederic"
            }
        ],
        "issued": {
            "date-parts": [
                [
                    2026,
                    10,
                    31
                ]
            ]
        },
        "genre": "Concept note",
        "URL": "https://www.fredericseraphine.com/publications/ludics/",
        "language": "en",
        "abstract": "The ludics are interactions considered as signs. They allow a game designer to think of a game at a finer grain than game mechanics: to understand what a possibility in the game world signals to players, to make sense of the procedural rhetoric of a game, and to think about the emotional impact of possible interactions. They are classified as actums, tactums and factums, and by the three levels of Peircean semiotics.",
        "keyword": "ludics, interactions as signs, actum, tactum, factum, Peircean semiotics, game design, Ludic Framework"
    }
]