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Ludefaction: fracking of the radical imaginary
Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi. (Media, Technology and Culture (MTeC))
2015 (engelsk)Inngår i: Games and Culture: A Journal of Interactive Media, ISSN 1555-4120, E-ISSN 1555-4139, Vol. 10, nr 6, s. 507-524Artikkel i tidsskrift (Fagfellevurdert) Published
Abstract [en]

This article presents the idea of ludefaction as the negative underside of ludification. The project of transforming human practices into games to “enhance” their performance is related to new management and technology design practices that have been dominant since the 1980s. Studies suggest that this is an ambivalent process through which work comes to seem more attractive even as it makes more intense and invasive demands on its human subject. Beyond this, however, ludefaction grasps the way in which gamification intensifies exploitation in the, probably unprecedented, development of allowing power to tap into the radical imaginary, that is, the facility we have for creating an alternative, better world. A comparison of games with relational art is presented to clarify the stakes and suggest negative principles for progressive game design.

sted, utgiver, år, opplag, sider
Sage Publications, 2015. Vol. 10, nr 6, s. 507-524
Emneord [en]
ludefaction, gamification, play, computer games, radical imaginary, critical theory
HSV kategori
Forskningsprogram
Humaniora-samhällsvetenskap; Media, Technology and Culture (MTEC)
Identifikatorer
URN: urn:nbn:se:his:diva-11172DOI: 10.1177/1555412014568665ISI: 000363215500001Scopus ID: 2-s2.0-84945248197OAI: oai:DiVA.org:his-11172DiVA, id: diva2:823384
Tilgjengelig fra: 2015-06-18 Laget: 2015-06-18 Sist oppdatert: 2019-10-29bibliografisk kontrollert

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