Gamification as twenty-first-century ideology

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Gamification as twenty-first-century ideology. / Fuchs, Mathias.
In: Journal of Gaming and Virtual Worlds, Vol. 6, No. 2, 01.06.2014, p. 143-157.

Research output: Journal contributionsJournal articlesResearchpeer-review

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@article{30c088d6b7d44c45995796da7cf67076,
title = "Gamification as twenty-first-century ideology",
abstract = "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.",
keywords = "Cultural studies, gamification,false consciousness,labour,ethics,counter-gamification, ideology, false consciousness, counter-gamification, labour",
author = "Mathias Fuchs",
year = "2014",
month = jun,
day = "1",
doi = "10.1386/jgvw.6.2.143_1",
language = "English",
volume = "6",
pages = "143--157",
journal = "Journal of Gaming and Virtual Worlds",
issn = "1757-191X",
publisher = "Intellect Ltd",
number = "2",

}

RIS

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 -

DOI