Alienation and Liberation in Ludic Interaction: Reconstructing Human-Machine Intersubjectivity and Ethical Governance in the Age of Artificial Intelligence

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Authors: Zisi Yang, Ying Yang
Cited by: 0

Abstract

The "ludic" phenomenon in the age of artificial intelligence, characterized by its openness, generativity, and affective interaction, has reconfigured human-machine relationships, prompting a shift in research paradigms from a subject-object dichotomy towards an exploration of intersubjectivity. Digitally-mediated play formally echoes the "play-freedom" emancipatory narrative from Schiller to Marx. By simulating dialogue and affective recognition, it offers users experiences of creative expression and companionship. However, under the logic of digital capitalism, this interaction reveals a profound triple dimension of alienation: users' cognitive attention and affective energy are covertly exploited and datafied during their free time; the simulacrum of recognition provided by algorithms erodes the foundation of genuine social bonds and subjective construction; furthermore, entertaining interactions embed ideological discipline, achieving a soft incorporation of the individual. To navigate this duality, it is imperative to establish an ethical framework centered on transparency, symmetry, and exit rights. By cultivating critical digital literacy and promoting democratic participation in technology, the ultimate aim is to steer ludic practice back to its authentic purpose as a "realm of freedom" that fosters the comprehensive and free development of human beings.

Fields of Study & Subjects

Ethics and Social Impacts of AI Cybernetics and Technology in Society Cultural Studies and Postmodernism

Publication details

Journal / source
Journal of Humanities and Social Sciences Studies
Volume
8
Issue
2
Pages
44–55
Publication date
1 February 2026