Gamification. Shifting Boundaries between the Ludic and the Non-Ludic
Gamification. Shifting Boundaries between the Ludic and the Non-Ludic
批准号:
398790612
负责人:
Professor Dr. Mathias Fuchs
金额:
$0.0万
依托单位国家:
德国
项目类别:
Research Grants
财政年份:
2018
资助国家:
德国
项目状态:
已结题
起止时间:
2017-12-31 至 2020-12-31
中文摘要
源于电脑游戏世界的隐喻、方法和组件在当今社会的渗透,最近被贴上了“游戏化”的标签。本项目旨在以文化历史和媒介研究为基础,批判性地修正对这一现象的理解。我们将首次对游戏化的前数字先驱进行全面研究,并将研究关于游戏化与非游戏化区别的文化决定因素在多大程度上可以作为游戏化的参考,以及这是如何发生的。数字媒体在哪些方面带来了质的不同?如果游戏化是时代的标志和数字文化的标志,那么它的谱系根源是什么?为了回答这些问题,我们关注三个关键时期。1)在18世纪,彩票被合法化,搞笑的作曲方法和日常实践的合理化出现了。2)维多利亚时代的纨绔主义展示了一种新型的自我表现和自我技巧,作为一种前数字游戏化的形式,至少对于一个特权的社会群体来说是这样。3)个人电脑和家用电脑的概念阶段将系统地分析关于滑稽和非滑稽领域之间的分界线的动态。我们的研究受到以下问题的指导:PC的主要概念设计师是否认为它是未来数字文化的“好玩的装置”和“先验媒介”。在此基础上,我们扩展了目前主要关注市场营销、生产力和健康问题的研究状态,超越了优化潜力的限制,并在文化史和媒体研究中从理论上构建了游戏化。因此,该项目的主要目标是:i)在历史背景下构建游戏和游戏理论,并从其前身发展出当代游戏化的谱系。ii)根据个人电脑的诞生及其技术和媒介理论基础,重新考虑滑稽与非滑稽领域之间的系统边界转移。这包括将20世纪70年代发生的边界转移与18、19世纪发生的边界转移进行比较的方法程序概念化。该方法将通过分析诸如“审美教育”项目、基于“paidia”与成人世界习得、作为社会人物的破坏者以及其他类型的互动等现象来进行测试。iii)准确地概述游戏化现象,它被错误地认为是新的,实际上是理论形成的一部分,是长期与方法、材料和设备相互作用的实践发展的结果。我们打算在数字游戏的物质性、游戏和玩法理论的出现以及促进游戏化的历史边界变化的交叉点上提供对游戏化的新理解。
英文摘要
The permeation of today's society with metaphors, methods, and components stemming from the world of computer games has recently been labeled "gamification." This project intends to revise the understanding of this phenomenon critically on the basis of cultural-historical and media-studies research. We will for the first time conduct comprehensive research on predigital precursors of gamification and will work out how far cultural determinants about the distinction of ludic vs. non-ludic serve as a reference for what can be gamified and how this happens. In what respects do digital media make a qualitative difference? If gamification is a sign of the times and a signature of digital cultures, what are its genealogical roots?To answer these questions we focus on three key periods. 1) In the 18th century, lotteries were legalized, ludic composition methods and a ludification of everyday practices emerged.2) Victorian Dandyism showcased a new type of self-presentation and techniques of the self as a form of predigital gamification, at least for a privileged social group.3) The conceptual phase of the personal computer and home computing will be systematically analyzed in regard to the dynamics of demarcation lines between the ludic and non-ludic domains. Our research is guided by the question of whether the main conceptual designers of the PC considered it a "playful apparatus" and a "mediatic a priori" for future digital cultures. Based on this we extend the current state of research that is mainly concerned with issues of marketing, productivity, and health beyond the limits of optimization potential and frame gamification theoretically within cultural history and media studies. The main goals of the project are therefore:i) To frame theories of play and games in a historical context and to develop a genealogy of contemporary gamification from its precursors. ii) To reconsider systematic boundary shifts between ludic and non-ludic domains in light of the birth of the personal computer and its technological and media-theoretical foundations. This includes the conceptualization of a methodological procedure for the comparison of the boundary shifts that happened in the 1970s and those that happened in the 18th and 19th century. The method will be put to the test by analyzing phenomena such as the project of "aesthetic education," "paidia"-based versus adult-world acquisition, the spoilsport as a social figure, and further types of interaction.iii) To outline precisely how the gamification phenomenon, which is incorrectly said to be new, is in fact part of the theory formation and a development of practices that resulted from interaction with methods, materials, and apparatuses in the long run. We intend to offer a new understanding of gamification at the intersection of the materiality of digital games, the emergence of theories of games and play, and ramifications in regard to historic boundary shifts that facilitate gamification.
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DOI:
10.5040/9781501347283.0029
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海外基金