Subversive Gamification
Research output: Contributions to collected editions/works › Contributions to collected editions/anthologies › Research › peer-review
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Playful Subversion of Technoculture. ed. / Daniel Cermak-Sassenrath. Singapore: Springer, 2018. p. 198 - 208 (Gaming Media and Social Effects).
Research output: Contributions to collected editions/works › Contributions to collected editions/anthologies › Research › peer-review
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RIS
TY - CHAP
T1 - Subversive Gamification
AU - Fuchs, Mathias
PY - 2018/2/27
Y1 - 2018/2/27
N2 - 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.
AB - 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.
KW - Digital media
U2 - 10.1007/978-981-10-1891-6_12
DO - 10.1007/978-981-10-1891-6_12
M3 - Contributions to collected editions/anthologies
SN - 978-981-10-1889-3
T3 - Gaming Media and Social Effects
SP - 198
EP - 208
BT - Playful Subversion of Technoculture
A2 - Cermak-Sassenrath, Daniel
PB - Springer
CY - Singapore
ER -