Between Drudgery and "Promesse du bonheur": Games and Gamification

Publikation: Beiträge in SammelwerkenKapitelbegutachtet

Standard

Between Drudgery and "Promesse du bonheur": Games and Gamification. / Fuchs, Mathias.
New Perspectives on the Social Aspects of Digital Gaming : Multiplayer 2. Hrsg. / Rachel Kowert; Thorsten Quandt. 1. Aufl. London, New York: Routledge Taylor & Francis Group, 2017. S. 185-199 (Routledge advances in game studies).

Publikation: Beiträge in SammelwerkenKapitelbegutachtet

Harvard

Fuchs, M 2017, Between Drudgery and "Promesse du bonheur": Games and Gamification. in R Kowert & T Quandt (Hrsg.), New Perspectives on the Social Aspects of Digital Gaming : Multiplayer 2. 1 Aufl., Routledge advances in game studies, Routledge Taylor & Francis Group, London, New York, S. 185-199. https://doi.org/10.4324/9781315629308

APA

Fuchs, M. (2017). Between Drudgery and "Promesse du bonheur": Games and Gamification. In R. Kowert, & T. Quandt (Hrsg.), New Perspectives on the Social Aspects of Digital Gaming : Multiplayer 2 (1 Aufl., S. 185-199). (Routledge advances in game studies). Routledge Taylor & Francis Group. https://doi.org/10.4324/9781315629308

Vancouver

Fuchs M. Between Drudgery and "Promesse du bonheur": Games and Gamification. in Kowert R, Quandt T, Hrsg., New Perspectives on the Social Aspects of Digital Gaming : Multiplayer 2. 1 Aufl. London, New York: Routledge Taylor & Francis Group. 2017. S. 185-199. (Routledge advances in game studies). doi: 10.4324/9781315629308

Bibtex

@inbook{8f2fcfba393d4b0a9f5601ca1dca0e89,
title = "Between Drudgery and {"}Promesse du bonheur{"}: Games and Gamification",
abstract = "This chapter argues that gamification might be seen as a form of ideology, but that games and gamification also hold the potential for change. One hundred and forty years earlier, Karl Marx already played with the possibility that labour could escape the state of alienation and drudgery that it needs to have under capitalist relations of production. The chapter demonstrates that the complexity of the gamification phenomenon asks for an assessment that is multilayered and goes beyond simplifying assumptions of gamification being either just good or exclusively bad. The promises contain a promesse du bonheur, a prospect for better living, and the suggestion that gaming can definitely change individual lives and most probably change social life. But as long as there is no evidence for such change to have happened as a result of gaming, the promises might only conceal that games can neither change the individual nor society as a whole.",
keywords = "Digital media",
author = "Mathias Fuchs",
year = "2017",
month = feb,
day = "10",
doi = "10.4324/9781315629308",
language = "English",
isbn = "978-1-138-64363-5",
series = "Routledge advances in game studies",
publisher = "Routledge Taylor & Francis Group",
pages = "185--199",
editor = "Rachel Kowert and Thorsten Quandt",
booktitle = "New Perspectives on the Social Aspects of Digital Gaming",
address = "United Kingdom",
edition = "1",

}

RIS

TY - CHAP

T1 - Between Drudgery and "Promesse du bonheur"

T2 - Games and Gamification

AU - Fuchs, Mathias

PY - 2017/2/10

Y1 - 2017/2/10

N2 - This chapter argues that gamification might be seen as a form of ideology, but that games and gamification also hold the potential for change. One hundred and forty years earlier, Karl Marx already played with the possibility that labour could escape the state of alienation and drudgery that it needs to have under capitalist relations of production. The chapter demonstrates that the complexity of the gamification phenomenon asks for an assessment that is multilayered and goes beyond simplifying assumptions of gamification being either just good or exclusively bad. The promises contain a promesse du bonheur, a prospect for better living, and the suggestion that gaming can definitely change individual lives and most probably change social life. But as long as there is no evidence for such change to have happened as a result of gaming, the promises might only conceal that games can neither change the individual nor society as a whole.

AB - This chapter argues that gamification might be seen as a form of ideology, but that games and gamification also hold the potential for change. One hundred and forty years earlier, Karl Marx already played with the possibility that labour could escape the state of alienation and drudgery that it needs to have under capitalist relations of production. The chapter demonstrates that the complexity of the gamification phenomenon asks for an assessment that is multilayered and goes beyond simplifying assumptions of gamification being either just good or exclusively bad. The promises contain a promesse du bonheur, a prospect for better living, and the suggestion that gaming can definitely change individual lives and most probably change social life. But as long as there is no evidence for such change to have happened as a result of gaming, the promises might only conceal that games can neither change the individual nor society as a whole.

KW - Digital media

UR - http://www.scopus.com/inward/record.url?scp=85027272708&partnerID=8YFLogxK

U2 - 10.4324/9781315629308

DO - 10.4324/9781315629308

M3 - Chapter

SN - 978-1-138-64363-5

T3 - Routledge advances in game studies

SP - 185

EP - 199

BT - New Perspectives on the Social Aspects of Digital Gaming

A2 - Kowert, Rachel

A2 - Quandt, Thorsten

PB - Routledge Taylor & Francis Group

CY - London, New York

ER -

DOI