Play in the Information Age autotelic, pleasure-driven activities 1 . My main argument is that play has a privileged cultural position as an interface to the ICT-re-ontologized infosphere because it is a world-creating activity. When re-ontologizing the infosphere, ICTs use algorithms and processes much like rules, and it is play that orients human experience within the computational procedural infosphere. This orientation then creates cultural expressions that go on to iteratively define computational culture.Before I proceed, caveat emptor: I am formulating a very particular argument regarding ICTs, reontologization, computation, and play. To a certain extent it is a reductionist argument: just because computer machines are procedural does not mean that the infosphere itself is a procedural system. What I am analyzing is the gradient of abstraction (Floridi, 2010, pp. 68-78) of the infosphere. My goal is to highlight the role that play has in shaping computational culture, however, I am not claiming that computational culture is essentially ludic. Similarly, my use of concepts from computational theory is limited to a simplified understanding of how computer machines run processes based on rules. Within these epistemological boundaries, I believe my inquiry on play and computation is philosophically productive, and this is the scope and purpose of the article.This article is by nature multidisciplinary. As such, it may not satisfy play scholars, philosophers, or computer scientists. However, I aim to bring them together by combining the Philosophy of Information and Information Ethics (Floridi, 2010(Floridi, , 2013, which provide the theoretical ground for the analysis of computation, with Sicart's (2014) play theory, which supports the reflections on play. Furthermore, media and software studies (Manovich 2002(Manovich , 2013Galloway, 2012;Flusser, 2013) provide useful insights that help with the foundation of my arguments.I start this article by sketching general observations about the Information Age and the "ludified" society.Afterwards, I present my central argument: play and computation share the capacity to create worlds, and shape human experience. In the third section, I define play as an interface of (human) experience, the first key concept for the analysis of computational culture from the perspective of play. The fourth section outlines two different ways in which this interface can be conceptualized. The conclusions present the implications of this research program and briefly indicate future steps.As I have already suggested, I am not claiming that we can understand the Information Age from the perspective of games, or that play defines the Information Age. My argument is simpler: as a mode of structuring human experience, play is a productive lens for critically analyzing the Information Age. The ludic 1 Detailing the concept of autotelic is beyond the scope of this article. I use the concept in the way Csikszentmihalyi (2008) defines it, as an activity that has a purpose in and of itself. In p...