In this talk, I will critically analyse the rise of video games that require limited human intervention to be played. Idle games such as Cookie Clicker and Adventure Capitalist, games made by algorithms such as No Man’s Sky, the programming of AI to play games such as Screeps, Drivatars and ghost cars in racing games, all suggest that human beings are becoming peripheral in the act of playing and in the definition of video games. Drawing on Sonia Fizek’s analysis of Slavoj Zizek and Robert Pfaller’s concept of interpassivity, and on studies on gamification and self-tracking, I will argue that Non-Human Gaming is not necessarily an exception to oppose to ‘standard’ video games, or a temporary trend. I will argue that the non-human has always...