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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.
| Original language | English |
|---|---|
| Title of host publication | Playful Subversion of Technoculture |
| Editors | Daniel Cermak-Sassenrath |
| Number of pages | 11 |
| Place of Publication | Singapore |
| Publisher | Springer Verlag |
| Publication date | 27.02.2018 |
| Pages | 198 - 208 |
| ISBN (Print) | 978-981-10-1889-3 |
| ISBN (Electronic) | 978-981-10-1891-6 |
| DOIs | |
| Publication status | Published - 27.02.2018 |
Research areas and keywords
- Digital media
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Dive into the research topics of 'Subversive Gamification'. Together they form a unique fingerprint.Projects
- 1 Finished
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Gamification. Shifting Boundaries between the Ludic and the Non-Ludic
Fuchs, M. (Project manager, academic), Pias, C. (Project manager, academic), Raessens, J. (Partner) & Bogost, I. (Partner)
01.04.18 → 30.06.21
Project: Research
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