Gamification as twenty-first-century ideology
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In: Journal of Gaming and Virtual Worlds, Vol. 6, No. 2, 01.06.2014, p. 143-157.
Research output: Journal contributions › Journal articles › Research › peer-review
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TY - JOUR
T1 - Gamification as twenty-first-century ideology
AU - Fuchs, Mathias
PY - 2014/6/1
Y1 - 2014/6/1
N2 - Gamification as the process of turning extra-ludic activities into play can be seen in two different ways: following Bataille, we would hope that play could be a flight line from the servitude of the capital-labour relationship. Following Adorno and Benjamin, however, we might discover that the escape from the drudgery of the worker leads to an equally alienating drudgery of the player. I argue that gamification might be seen as a form of ideology and therefore a mechanism of the dominant class to set agenda and to legitimize actions taken by this very class or group. Ever since the notion of gamification was introduced widely, scholars have suggested that work might be seen as a sort of leisure activity. This article analyses the controversial dialectics of play and labour and the ubiquitous notion of gamification as ideology.
AB - Gamification as the process of turning extra-ludic activities into play can be seen in two different ways: following Bataille, we would hope that play could be a flight line from the servitude of the capital-labour relationship. Following Adorno and Benjamin, however, we might discover that the escape from the drudgery of the worker leads to an equally alienating drudgery of the player. I argue that gamification might be seen as a form of ideology and therefore a mechanism of the dominant class to set agenda and to legitimize actions taken by this very class or group. Ever since the notion of gamification was introduced widely, scholars have suggested that work might be seen as a sort of leisure activity. This article analyses the controversial dialectics of play and labour and the ubiquitous notion of gamification as ideology.
KW - Cultural studies
KW - gamification,false consciousness,labour,ethics,counter-gamification
KW - ideology
KW - false consciousness
KW - counter-gamification
KW - labour
UR - http://www.scopus.com/inward/record.url?scp=84939214760&partnerID=8YFLogxK
U2 - 10.1386/jgvw.6.2.143_1
DO - 10.1386/jgvw.6.2.143_1
M3 - Journal articles
VL - 6
SP - 143
EP - 157
JO - Journal of Gaming and Virtual Worlds
JF - Journal of Gaming and Virtual Worlds
SN - 1757-191X
IS - 2
ER -