Abstract Panel


Authors Information
SequenceTypeName TitleFirst NameLast NameDepartmentInstitute / Affiliation
1 Author Dr. Santosh Kumar English and Cultural Studies Christ (Deemed to be University)
Abstract Information
TrackID
:
IUAES23_ABS_D2501
Abstract Theme
:
P019 - Anthropology of Sports: Enlivening past and envisioning future
Abstract Title
:
Playing Off Pandemic: Ludo during Lockdown
Short Abstract
:
It may seem ironic to talk about playing during a pandemic. But the popularity of Ludo begs our attention to understand the importance of play in our life. It is argued that it is the attributes of being homo ludens, the ability to play, that help people to survive social impact caused during lockdown due to pandemic. Employing Jonan Huizinga's proposal of the possibilities of play as the primary formative element in human culture in Homo Ludens (1938), it is pertinent to understand human ability to play by common people and analyse the significance of play in culture during pandemic. The playfulness of citizens should be recognised in coping with the pandemic.
Long Abstract
:

When we were struggling to fight COVID-19 last year, Ludo made headlines. There were reports on playing ludo: be it fights between husband and wife over playing ludo or Mumbai police using memes on Ludo to campaign to stop the spread of coronavirus from different parts of the country. The popularity of ludo soared and it became one of the most downloadable games on the internet. Ludo is a traditional game that has been our favourite game of the afternoon before the internet. The new found popularity of Ludo can be attributed to technology. However, the popularity was triggered by lockdown due to the pandemic. While the government took several measures to enforce the lockdown, common people also endorsed the call. However, the constant flashing updates of COVID-19 cases from the globe had put people in a state of hopelessness. In that state of hopelessness, the question is how people coped up with the prevailing sense of fear and uncertainty during the pandemic. Moreover, as all economic and educational activities were put on hold due to lockdown, people got plenty of leisure. In the pursuit of hope, people resorted to playing games to get some respite as well. This paper explores the reasons for the popularity of Ludo in its digital avatar and what made people to prefer playing Ludo over other board games. The popularity of Ludo during lockdown suggests that the leisure manufactured by lockdown invoked the playfulness of the citizens to engage in the games while forced to stay at home or work from home. This paper argues that due to being a game of alea, Ludo offered a make and believe scenario in which players found opportunity to do some innovations by taking initiatives while playing Ludo at home during lockdown.

Abstract Keywords
:
Play, Ludo, Pandemic