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Ludefaction: fracking of the radical imaginary
University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. (Media, Technology and Culture (MTeC))
2015 (English)In: Games and Culture: A Journal of Interactive Media, ISSN 1555-4120, E-ISSN 1555-4139, Vol. 10, no 6, 507-524 p.Article in journal (Refereed) 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.

Place, publisher, year, edition, pages
Sage Publications, 2015. Vol. 10, no 6, 507-524 p.
Keyword [en]
ludefaction, gamification, play, computer games, radical imaginary, critical theory
National Category
Cultural Studies
Research subject
Humanities and Social sciences
Identifiers
URN: urn:nbn:se:his:diva-11172DOI: 10.1177/1555412014568665ISI: 000363215500001Scopus ID: 2-s2.0-84945248197OAI: oai:DiVA.org:his-11172DiVA: diva2:823384
Available from: 2015-06-18 Created: 2015-06-18 Last updated: 2016-01-13Bibliographically approved

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CiteExportLink to record
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Citation style
  • apa
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  • Other style
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  • de-DE
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  • en-US
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  • nn-NB
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  • Other locale
More languages
Output format
  • html
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