Gamification. Shifting Boundaries between the Ludic and the Non-Ludic

游戏化。

基本信息

项目摘要

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.
当今社会的渗透与隐喻,方法,和组件源于世界的电脑游戏最近被标记为“游戏化。"本项目旨在以文化历史和媒体研究为基础,批判性地修改对这一现象的理解。我们将首次对游戏化的前数字前兆进行全面研究,并将研究出关于游戏与非游戏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如何发生。数字媒体在哪些方面产生了质的差异?如果游戏化是时代的标志和数字文化的标志,那么它的家谱根源是什么?为了回答这些问题,我们关注三个关键时期。 1)在18世纪,彩票合法化,滑稽的构图方法和日常实践的滑稽化出现。2)维多利亚时代的花花公子主义展示了一种新的自我展示和自我技术,作为一种前数字游戏化的形式,至少对于一个特权社会群体来说。个人电脑和家庭计算的概念阶段将系统地分析关于动态的分界线之间的ludic和non-ludic domain。我们的研究是由PC的主要概念设计师是否认为它是一个"好玩的装置"和"媒体先验"的未来数字文化的问题。在此基础上,我们扩展了目前的研究状况,主要关注市场营销,生产力和健康问题,超越了文化史和媒体研究中理论上的优化潜力和框架游戏化的限制。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的理论,并从其前身发展当代游戏化的谱系。(2)根据个人电脑的诞生及其技术和媒体理论基础,重新考虑游戏领域和非游戏领域之间的系统性边界转移。这包括为比较1970年代发生的边界变化和18、19世纪发生的边界变化而构想一种方法程序。该方法将通过分析诸如"美育"项目、"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,这是错误地说是新的,实际上是理论形成的一部分,是与方法互动产生的实践发展,从长远来看,材料和设备。我们打算在数字游戏的物质性,游戏和游戏理论的出现以及促进游戏化的历史边界变化的影响的交叉点上提供对游戏化的新理解。

项目成果

期刊论文数量(4)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
Cultural Politics of Games
游戏的文化政治
  • DOI:
    10.1515/9783110670981-005
  • 发表时间:
    2021
  • 期刊:
  • 影响因子:
    0
  • 作者:
    Mathias Fuchs
  • 通讯作者:
    Mathias Fuchs
Attuning to What? The Uncanny Revival of the Aestheticization of Politics
调整什么?
  • DOI:
    10.25969/mediarep/14991
  • 发表时间:
    2020
  • 期刊:
  • 影响因子:
    0
  • 作者:
    Mathias Fuchs
  • 通讯作者:
    Mathias Fuchs
Phantasmal Spaces
梦幻空间
  • DOI:
    10.5040/9781501332951
  • 发表时间:
    2019
  • 期刊:
  • 影响因子:
    0
  • 作者:
    Mathias Fuchs
  • 通讯作者:
    Mathias Fuchs
Eighteenth-century lotteries
十八世纪的彩票
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Professor Dr. Mathias Fuchs其他文献

Professor Dr. Mathias Fuchs的其他文献

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