Miscellany:
Rethinking Gamification

dc.contributor.editorFuchs, Mathias
dc.contributor.editorFizek, Sonia
dc.contributor.editorRuffino, Paolo
dc.contributor.editorSchrape, Niklas
dc.date.accessioned2018-09-25T12:51:22Z
dc.date.available2018-09-25T12:51:22Z
dc.date.issued2014
dc.description.abstractGamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new tool for governing populations more effectively. It promises to fix what is wrong with reality by making every single one of us fitter, happier, and healthier. Indeed, it seems like all of society is up for being transformed into one massive game. The contributions in this book offer a candid assessment of the gamification hype. They trace back the historical roots of the phenomenon and explore novel design practices and methods. They critically discuss its social implications and even present artistic tactics for resistance. It is time to rethink gamificationen
dc.description.tableofcontents<ul> <li><a href='http://dx.doi.org/10.25969/mediarep/757'>Mathias Fuchs et al.: <i>Introduction</i></a></li> </ul> <h4>Resetting Behaviour</h4> <ul> <li><a href='http://dx.doi.org/10.25969/mediarep/659'>Niklas Schrape: <i>Gamification and Governmentality</i></a></li> <li><a href='http://dx.doi.org/10.25969/mediarep/730'>Paolo Ruffino: <i>From engagement to life, or: how to do things with gamification?</i></a></li> <li><a href='http://dx.doi.org/10.25969/mediarep/758'>Maxwell Foxman: <i>How to Win Foursquare: Body and Space in a Gamified World</i></a></li> <li><a href='http://dx.doi.org/10.25969/mediarep/764'>Joost Raessens: <i>The Ludification of Culture</i></a></li> </ul> <h4>Replaying History</h4> <ul> <li><a href='http://dx.doi.org/10.25969/mediarep/589'>Mathias Fuchs: <i>Predigital Precursors of Gamification</i></a></li> <li><a href='http://dx.doi.org/10.25969/mediarep/626'>Felix Raczkowski: <i>Making Points the Point: Towards a History of Ideas of Gamification</i></a></li> </ul> <h4>Reframing Context</h4> <ul> <li><a href='http://dx.doi.org/10.25969/mediarep/619'>Fabrizio Poltronieri: <i>Communicology, Apparatus, and Post-history: Vilém Flusser’s Concepts Applied to Video Games and Gamification</i></a></li> <li><a href='http://dx.doi.org/10.25969/mediarep/654'>Thibault Philippette: <i>Gamification: Rethinking ‘Playing the Game’ with Jacques Henriot</i></a></li> <li><a href='http://dx.doi.org/10.25969/mediarep/652'>Gabriele Ferri: <i>To Play Against: Describing Competition in Gamification</i></a></li> </ul> <h4>Reclaiming Opposition</h4> <ul> <li><a href='http://dx.doi.org/10.25969/mediarep/688'>Daphne Dragona: <i>Counter-Gamification: Emerging Tactics and Practices Against the Rule of Numbers</i></a></li> <li><a href='http://dx.doi.org/10.25969/mediarep/692'>Matthew Tiessen: <i>Gamed Agencies: Affectively Modulating Our Screen- and App-Based Digital Futures</i></a></li> </ul> <h4>Remodelling Design</h4> <ul> <li><a href='http://dx.doi.org/10.25969/mediarep/698'>Sonia Fizek: <i>Why Fun Matters: in Search of Emergent Playful Experiences</i></a></li> <li><a href='http://dx.doi.org/10.25969/mediarep/725'>Scott Nicholson: <i>Exploring the Endgame of Gamification</i></a></li> <li><a href='http://dx.doi.org/10.25969/mediarep/727'>Sebastian Deterding: <i>Eudaimonic Design, or: Six Invitations to Rethink Gamification</i></a></li> </ul>
dc.identifier.doi10.25969/mediarep/755
dc.identifier.doi10.14619/001
dc.identifier.isbnisbn:978-3-95796-001-6
dc.identifier.urihttps://mediarep.org/handle/doc/2787
dc.languageeng
dc.publishermeson press
dc.publisher.placeLüneburg
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dc.relation.hasPartdoi:http://dx.doi.org/10.25969/mediarep/659
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dc.relation.hasPartdoi:http://dx.doi.org/10.25969/mediarep/758
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dc.relation.hasPartdoi:http://dx.doi.org/10.25969/mediarep/654
dc.relation.hasPartdoi:http://dx.doi.org/10.25969/mediarep/652
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dc.relation.hasPartdoi:http://dx.doi.org/10.25969/mediarep/725
dc.relation.hasPartdoi:http://dx.doi.org/10.25969/mediarep/727
dc.rights.urihttps://creativecommons.org/licenses/by-sa/4.0
dc.subjectGame Studiesde
dc.subjectGamificationde
dc.subject.ddcddc:793
dc.titleRethinking Gamificationen
dc.typebook
dc.type.statuspublishedVersion
dcterms.bibliographicCitationFuchs, Mathias u.a. (Hg.) (2014): Rethinking Gamification. Lüneburg: meson press. DOI: http://dx.doi.org/10.25969/mediarep/755.
dspace.entity.typeMiscen
local.coverpage2021-05-29T01:31:28
local.identifier.firstpublishedhttps://doi.org/10.14619/001

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