Diversity of Play
Gamification
Diversity
Play Studies
Game Studies
Gothic
Narratology
Ludology
Ludification
The early days when digital games were new, harmless, and a niche are long gone. Today’s games can simulate battlefields, predict disaster, and crash markets. We are faced with a diversity of play and the ubiquity of games, making them not only a popular medium, but the leading medium of our contemporary society.
Based on the keynote lectures held at DiGRA2015, “Diversity of Play” provides a critical view on the current stage of digital games from a theoretic, artistic, and practical perspective by pointing towards the uncanny, the power of “unnatural” narratives, and the exceptions and uncertainties of digital ludic environments.
With an interview with Karen Palmer and essays by Astrid Ensslin, Mathias Fuchs, Tanya Krzywinska, and Markus Rautzenberg.
Mathias Fuchs
meson press
2015
CC-BY-SA 4.0
Print
PDF
English
Edited Book
ISBN Print: 978-3-95796-075-7
ISBN PDF: 978-3-95796-076-4
ISBN EPUB: 978-3-95796-077-1
DOI: 10.14619/012
Rethinking Gamification
Gamification
Media Studies
Gamification 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 gamification!
Fuchs, Mathias
Fizek, Sonia
Ruffino, Paolo
Schrape, Niklas
Foxman, Maxwell
Raessens, Joost
Raczkowski, Felix
Poltronieri, Fabrizio
Philippette, Thibault
Ferri, Gabriele
Dragona, Daphne
Tiessen, Matthew
Nicholson, Scott
Deterding, Sebastian
meson press
2015
CC-BY-SA 4.0
Print
PDF
EPUB
English
Edited Book
ISBN Print: 978-3-95796-000-9
ISBN PDF: 978-3-95796-001-6
ISBN EPUB: 978-3-95796-002-3
DOI: 10.14619/001