Subversive Gamification

Publikation: Beiträge in SammelwerkenAufsätze in SammelwerkenForschungbegutachtet

Authors

Since the beginning of this decade, Gamification has become a buzzword for marketing, advertising and behavioural management, but also an accurate description of a fundamental shift in modern society: “Gamification is the permeation of society with methods, metaphors and attributes of games” (Fuchs 2012). Graphic game design elements, rule structures and ludic interfaces are exceedingly used by corporations to create and manage brand loyalty and to increase profits. This chapter aims at stirring up common sense notions of gamification as a marketing tool and will discuss alternative artistic concepts, activist tactics and subcultural strategies aiming at a subversive ludification of society.
OriginalspracheEnglisch
TitelPlayful Subversion of Technoculture
HerausgeberDaniel Cermak-Sassenrath
Anzahl der Seiten11
ErscheinungsortSingapore
VerlagSpringer
Erscheinungsdatum27.02.2018
Seiten198 - 208
ISBN (Print)978-981-10-1889-3
ISBN (elektronisch)978-981-10-1891-6
DOIs
PublikationsstatusErschienen - 27.02.2018

DOI