Geert Lovink on Fri, 27 Jun 2014 10:35:41 +0200 (CEST)


[Date Prev] [Date Next] [Thread Prev] [Thread Next] [Date Index] [Thread Index]

<nettime-ann> meson press presents its first title: Rethinking Gamification


.
meson press publishes research on digital cultures and networked media. Its publications challenge contemporary theories and advance key debates in the humanities today. Our publications combine peer-review with hybrid formats and novel collaborative methods such as book sprints. Even though the scholarly book is changing in the age of digital media, we strongly believe in the many virtues of its format for academic communication.

meson press is run by members of the Hybrid Publishing Lab at Leuphana University of Lüneburg which experiments with Open Access monographs.
 
OUT NOW

Rethinking Gamification edited by Mathias Fuchs, Sonia Fizek, Paolo Ruffino and Niklas Schrape

Print edition coming soon! Subscribe to our Newsletter to be informed when it is available.

Language EnglishPublishing Year 2014ISBN (Print): 978-3-95796-000-9ISBN (PDF): 978-3-95796-001-6

About

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!

Contents

Mathias Fuchs: Introduction

Resetting Behaviour
Niklas Schrape: Gamification and Governmentality
Paolo Ruffino: From Engagement to Life, or: How to Do Things with Gamification?
Maxwell Foxman: How to Win Foursquare: Body and Space in a Gamified World
Joost Raessens: The Ludification of Culture

Replaying History
Mathias Fuchs: Predigital Precursors of Gamification
Felix Raczkowski: Making Points the Point: Towards a History of Ideas of Gamification

Reframing Context
Fabrizio Poltronieri: Communicology, Apparatus, and Post-History: Vilém Flusser’s Concepts Applied to Videogames and Gamification
Thibault Philippette: Gamification: Rethinking ‘Playing the Game’ with Jacques Henriot
Gabriele Ferri: To Play Against: Describing Competition in Gamification

Reclaiming Opposition
Daphne Dragona: Counter-Gamification: Emerging Tactics and Practices Against the Rule of Numbers
Matthew Tiessen: Gamed Agencies: Affectively Modulating our Screen and App-Driven Digital Futures

Remodelling Design
Sonia Fizek: Why Fun Matters: In Search of Emergent Playful Experiences
Scott Nicholson: Exploring the Endgame of Gamification
Sebastian Deterding: Eudaimonic Design, or: Six Invitations to Rethink Gamification




_______________________________________________
nettime-ann mailing list
nettime-ann@nettime.org
http://www.nettime.org/cgi-bin/mailman/listinfo/nettime-ann