@lextenebris rounding back to the OP to highlight my point, the field of ludology [+ related studies of philosophy & psychology] benefits from more pasttime/play inputs to test conjectures and add applications/contexts. The main TTRPG discourse is caught in game store/night arguments. We hardly even acknowledge the design/play divide, for example, our models typically providing categories that make no distinction or conflate them. The best versions "advance" that with mid-century behaviorism.