Rethinking Gamification workshop May 2013

A workshop about the potential and implications of gamification.
It took place from 15th to 17th May 2013 at Leuphana University in Lueneburg, Germany.

“Gamification” is a buzzword of today’s marketing business, but also an accurate description of a fundamental shift in modern society: the permeation of economical, political and social contexts by game-elements. Rule structures and interfaces, inspired by computer games, are exceedingly used by corporations to manage and control brand-communities and to create value. What is missing up to now, however, is a critical analysis of concrete examples as well as theoretical reasoning about the ethical and political implications of gamification. The objective of our workshop was to change that: gamification might be a buzzword, but it surely is a symptom of an underlying, fundamental trend in our society. In this first workshop, we gathered international scholars with the purpose of critically rethinking the concept of gamification.

The contributions here presented are not to be intended as complete essays. These are rather working papers, or curated transcripts of the oral presentations offered during the workshop.

KEYNOTES

Daphne Dragona
National and Kapodistrian University of Athens
Counter-gamification.
Emerging forms of resistance in social networking platforms
pdficon_large text: Counter Gamification

Flavio Escribano
Universita de Sevilla
Gamification versus Ludictatorshop.
From Sex Games to Russian Roulette
pdficon_large 
text: Gamification versus Ludictatorship

Mathias Fuchs
Leuphana University, Gamification Lab, CDC
Gamification in Digital Cultures and Pre-digital Precursors
pdficon_large 
text: Gamification in Digital Cultures and Pre-digital Precursors (coming soon)


WORKSHOP PRESENTATIONS

Aleena Chia
Communication and Culture, Indiana University
Game of Life.
A Critical Analysis of Work as Play
pdficon_large text: Game of Life

Sebastian Deterding
Hans Bredow Institut, Hamburg
Outside the Box.
From Gameful Structures to Playful Framing
pdficon_large text: Outside the Box (coming soon)

Christina Kral
Leuphana University
From Attitude to the Inevitable Tool
(between irrelevance and clue)
pdficon_large text: From Attitude to the Inevitable Tool

Scott Nicholson
Syracuse University – Because Play Matters game lab
Exploring the Endgame of Gamification
pdficon_large text: Exploring the Endgame of Gamification (coming soon)

Fabrizio Poltronieri
University of São Paulo
Gamification, apparatuses, language and the emergence of new codes
pdficon_large text: Gamification, Apparatuses, Language and the Emergence of New Codes.

Felix Raczkowski
Ruhr-Universität Bochum
“Making points the point”.
Towards a history of ideas of gamification
pdficon_large text: “Making points the point” (coming soon)

Paolo Ruffino
Leuphana University, Gamification Lab, CDC
How to do things with gamification
pdficon_large text: How to do things with gamification

Niklas Schrape
Leuphana University, Gamification Lab, CDC
Gamification as Simulatization of the Real
pdficon_large text: Gamification as Simulatization of the Real

Oliver Lerone Schultz
Leuphana University, CDC
Replaying the Republic
pdficon_large text: Replaying the Republic (coming soon)

Martin Steinike
HTW Berlin
Digital Aesthetic Learning:
Gamifying Team and Leadership Training
pdficon_large text: Digital Aesthetic Learning (coming soon)

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