Ludic mutation is a term used by Anne-Marie Schleiner to describe the act of rewriting an existing game environment—such as its characters, sounds, architecture, code, or assets—in order to alter the game’s meaning and function. In this framework, the player is not merely a passive recipient of the author’s intent. Instead, through modification, alternative uses, and reinterpretation, the player becomes an active agent who transforms the game itself. The concept is closely tied to practices such as modding, patches, add-ons, online interventions, and other forms of game alteration.

Within media art and game art, ludic mutation became especially important in the late 1990s and early 2000s, when artists and hackers used commercial games as material to be rewritten from within. Schleiner’s 1999 online exhibition Cracking the Maze: Game Plug-ins and Patches as Hacker Art was a landmark in this regard, as it formally recognized game patches and plug-ins as hacker art within an art institutional context. Related works such as Otakon Doom and Tina Shapes and Tina Sounds used game modification to intervene in rigid gendered and racialized codes embedded in commercial games. Other examples, such as Nude Raider, also reveal how underground mod culture could be absorbed back into corporate PR strategies.

The term also captures a meta-level playfulness: not simply “playing a game,” but “playing with the game” itself. In this sense, ludic mutation treats the game as a mutable medium whose cultural meaning can be rewritten through intervention.