The nature and the varying levels of the engagement of participants with a crisis management exercise still cannot be described properly by the usual evaluation tools of the users' experiences nor does the application of the concept of flow help either.The author proposes a protocol to do a qualitative analysis of video taken during crisis management exercises, based on the premise that emotional outbursts (laughter, swearwords,..) betray an excess of tension between the applied convention of pretending, by which the participants act like the simulation is a burdensome reality, and the always present knowledge that it is only a game.This protocol is tested on two crisis management exercises played in a simulation room. It confirms the concept of ludicity -a component of the simulation, created by the participants on top of what is needed for the good progress of the simulation-, the proposal of a typology, which is used to analyse the impact on the simulation of the injection of new events and the possibility that the playfulness of the simulation is subject to entropy.