Between Drudgery and "Promesse du bonheur": Games and Gamification
Publikation: Beiträge in Sammelwerken › Kapitel › begutachtet
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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 Sammelwerken › Kapitel › begutachtet
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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 -