meson press repository

Rethinking Gamification

Dublin Core

Title

Rethinking Gamification

Subject

Gamification
Media Studies

Description

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!

Creator

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

Publisher

meson press

Date

2015

Rights

CC-BY-SA 4.0

Format

Print
PDF
EPUB

Language

English

Type

Edited Book

Identifier

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

Book

Title

Rethinking Gamification

Author/Editor

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

Publisher

meson press

Year Published

2015

Blurb

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!

Keywords

Gamification
Media Studies

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

Rights

CC-BY-SA 4.0

Language

English

Type

Edited Book

Format

Print
PDF
EPUB

Files

9783957960016-rethinking-gamification.pdf

Citation

Fuchs, Mathias et al., “Rethinking Gamification,” meson press repository, accessed April 19, 2024, http://omeka.meson.press/items/show/1.