What are (video)games — and, above all, what could they become?
To what extent are older and younger generations influenced, “educated” or manipulated — consciously or not — by (video)ludic applications developed within the immaterial psychosocial space of the Global Market?
What relationship exists between High Culture, in the complexity of its ongoing (re)definition, and the contemporary CyberLudens world?
In the spirit of Johan Huizinga’s seminal essay Homo Ludens, the VGHC project adopts a radically multidisciplinary approach: a laboratory of ideas that brings together scholars, philosophers, developers, artists, and researchers from around the world to generate questions, reflections, and new perspectives on the history and languages of the Ludus.
Alongside its extensive video section—featuring dialogues, analyses, and interviews—the project has also given rise to the volume Homo Cyber Ludens, a first collective work gathering high-profile contributions from various editions and spin-offs of the initiative.

