[Feature] The Rise of the Playing Human: How Games Shape the 21st Century
Photo: KHU (khu.ac.kr)
Kyung Hee University (KHU) Communication & Press published Homo Ludens in the 21st Century: Computer Games and Future Technology on September 25. The book is based on a popular online lecture series and was co-authored by Professors Woo Tak and Jeon Seok-hee of the Kyung Hee Graduate School’s Dept. of Metaverse Studies, and Professor Seo Deok-young of the College of Electronics & Information. It offers readers a new perspective for understanding games as a convergence of human nature and technology, rather than mere entertainment.
From Lecture to Publication
The three professors began their research exchange on the common theme of games in 2013. In 2016, they produced a lecture for an open online course titled “Homo Ludens in the 21st Century: Computer Games,” which drew significant attention and attracted several thousand learners. After supplementing additional content during the COVID-19 period, they completed this book.
Prof. Woo said, “We organized the questions and discussions accumulated through the course and developed them into a humanities and general education book on games,” adding, “Modern life is already inseparable from play, and through game mechanisms, we can explore the conditions of true human life.”
Prof. Seo described the starting point of the writing process as “a new perception of play.” He said, “Historically, humans have made new attempts through play, and culture was born in that process. If the 20th century was the era of homo faber—the working human—then the 21st century will be the era of homo ludens—the playing human.” He added, “In an era that once pursued efficiency, ‘fun’ has now become the driving force of creativity.”
Chapters Connecting Play, Design, and Technology
The book consists of five chapters, covering a wide range of topics from the philosophical meaning of play to game design and future technology.
Chapter 1 explains the transition from homo faber (the working human) of the 20th century to homo ludens (the playing human) of the 21st century. Play is presented as an essential human trait, suggesting that modern games—where play and technology converge—open new possibilities for yet another transition.
Chapter 2 outlines the history and genres of games that have evolved alongside technological development, showing that games have formed a cyclical structure that promotes technological innovation. Within this virtuous cycle, the chapter explains how the growth of e-sports and the expansion of academic research have been driven, leading to the diversification of game genres.
Building on the historical and technological context, Chapter 3 explores the core principles of game design, presenting four essential elements—aesthetics, storytelling, mechanics, and technology. Among these elements, Prof. Woo particularly emphasized aesthetics and mechanics. “Unlike other media, games allow players to experience emotions directly through participation,” he said. “That is why the emotional impact is stronger, and why creators carry greater responsibility.”
Chapter 4 explores how games have established themselves as an integrated embodiment of 21st century technology through advanced interfaces such as visual, auditory, tactile input–output systems, and haptic devices.
Chapter 5, under the theme of future technologies for games, discusses how advancements in hyper-realistic technology and the metaverse are transforming the ways humans live and play. In a society where the boundary between reality and the virtual world is gradually fading, games are presented as a medium that goes beyond mere entertainment, redefining the concepts of everyday activity and labor. The book envisions a future in which the distinction between work and play disappears through gamification, describing the emergence of a new form of play culture suited to the metaverse generation.
The Expanding Role of Games in the 21st Century
Prof. Woo explained that game elements are now being applied in various fields such as healthcare, sports, military training, and medical rehabilitation. He added, “Education will be the first field where games and immersive media bring change.” He explained, “Since the concept of ‘Serious Games’ emerged in the 1970s, it has evolved into gamification and digital learning in the 2000s, and these technologies have rapidly expanded with the COVID-19 pandemic.”
In response to criticism that metaverse classes were merely a temporary trend, he explained, “Only a few cases designed as simple substitutes have disappeared; well-designed educational content that serves its purpose remains valid.” He added, “Training methods such as driving or drone simulators, which surpass real-world practice in terms of safety and cost, have already become established.”
In a similar context, Prof. Seo suggested “integration and experience” as the direction university education should take in the era of AI and the metaverse. “AI and the metaverse are new spaces where humans live and act,” he said, adding that “Students can learn how their decisions affect others and understand the importance of collaboration within digital environments. Replacing experiments or field training with metaverse simulations can also be effective in terms of resource conservation and safety.”
Prof. Woo also emphasized the importance of technological literacy. “What matters is not relying on apps or platforms, but understanding their underlying structures,” he said. “When you understand the principles of immersion in games, you can become a self-directed participant rather than a user who is controlled by technology.”
Conclusion
Games are a future cultural platform born from the fusion of 21st century technology and the human instinct to play. Homo Ludens in the 21st Century: Computer Games and Future Technology invites readers to ask themselves, “Why do I enjoy games? How do I use them? And how can I integrate them into my life?” Through these questions, it offers a new perspective on understanding future society through the lens of play, as well as a deeper exploration of the mindset of humans living in the 21st century. The authors concluded, “Games are where technology and human instinct meet, and within that intersection, we can discover new ways to create and live.”
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