Subversive Gamification

Research output: Contributions to collected editions/worksContributions to collected editions/anthologiesResearchpeer-review

Standard

Subversive Gamification. / Fuchs, Mathias.
Playful Subversion of Technoculture. ed. / Daniel Cermak-Sassenrath. Singapore: Springer Verlag, 2018. p. 198 - 208 (Gaming Media and Social Effects).

Research output: Contributions to collected editions/worksContributions to collected editions/anthologiesResearchpeer-review

Harvard

Fuchs, M 2018, Subversive Gamification. in D Cermak-Sassenrath (ed.), Playful Subversion of Technoculture. Gaming Media and Social Effects, Springer Verlag, Singapore, pp. 198 - 208. https://doi.org/10.1007/978-981-10-1891-6_12

APA

Fuchs, M. (2018). Subversive Gamification. In D. Cermak-Sassenrath (Ed.), Playful Subversion of Technoculture (pp. 198 - 208). (Gaming Media and Social Effects). Springer Verlag. https://doi.org/10.1007/978-981-10-1891-6_12

Vancouver

Fuchs M. Subversive Gamification. In Cermak-Sassenrath D, editor, Playful Subversion of Technoculture. Singapore: Springer Verlag. 2018. p. 198 - 208. (Gaming Media and Social Effects). doi: 10.1007/978-981-10-1891-6_12

Bibtex

@inbook{337599e2be244b958844b4eaf69df751,
title = "Subversive Gamification",
abstract = "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.",
keywords = "Digital media",
author = "Mathias Fuchs",
year = "2018",
month = feb,
day = "27",
doi = "10.1007/978-981-10-1891-6_12",
language = "English",
isbn = "978-981-10-1889-3",
series = "Gaming Media and Social Effects",
publisher = "Springer Verlag",
pages = "198 -- 208",
editor = "{ Cermak-Sassenrath}, Daniel",
booktitle = "Playful Subversion of Technoculture",
address = "Germany",

}

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 Verlag

CY - Singapore

ER -

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