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6 books match the query 'Gamification'

cover of Dream Lovers: The Gamification of Relationships

Dream Lovers

The Gamification of Relationships

Alfie Bown

Pluto Press, 2022

'An exciting, astute analysis of how our capacity for desire has been slotted into the grooves of digital capitalism, and made to work for profit - from porn to Pokémon' - Richard Seymour

We are in the middle of a 'desirevolution' - a fundamental and political transformation of the way we desire as human beings. Perhaps as always, new technologies - with their associated and inherited political biases - are organizing and mapping the future. What we don't seem to notice is that the primary way in which our lives are being transformed is through the manipulation and control of desire itself.

Our very impulses, drives and urges are 'gamified' to suit particular economic and political agendas, changing the way we relate to everything from lovers and friends to food and politicians. Digital technologies are transforming the subject at the deepest level of desire - re-mapping its libidinal economy - in ways never before imagined possible.

From sexbots to smart condoms, fitbits to VR simulators and AI to dating algorithms, the 'love industries' are at the heart of the future smart city and the social fabric of everyday life. This book considers these emergent technologies and what they mean for the future of love, desire, work and capitalism.

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cover of Experimental Games: Critique, Play, and Design in the Age of Gamification

Experimental Games

Critique, Play, and Design in the Age of Gamification

Patrick Jagoda

University of Chicago Press, 2020

In our unprecedentedly networked world, games have come to occupy an important space in many of our everyday lives. Digital games alone engage an estimated 2.5 billion people worldwide as of 2020, and other forms of gaming, such as board games, role playing, escape rooms, and puzzles, command an ever-expanding audience. At the same time, “gamification”—the application of game mechanics to traditionally nongame spheres, such as personal health and fitness, shopping, habit tracking, and more—has imposed unprecedented levels of competition, repetition, and quantification on daily life.
 
Drawing from his own experience as a game designer, Patrick Jagoda argues that games need not be synonymous with gamification. He studies experimental games that intervene in the neoliberal project from the inside out, examining a broad variety of mainstream and independent games, including StarCraft, Candy Crush Saga, Stardew Valley, Dys4ia, Braid, and Undertale. Beyond a diagnosis of gamification, Jagoda imagines ways that games can be experimental—not only in the sense of problem solving, but also the more nuanced notion of problem making that embraces the complexities of our digital present. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment.
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cover of Games and Gamification in Academic Libraries

Games and Gamification in Academic Libraries

Stephanie Crowe

Assoc of College & Research Libraries, 2020

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cover of Kill the Overseer!: The Gamification of Slave Resistance

Kill the Overseer!

The Gamification of Slave Resistance

Sarah Juliet Lauro

University of Minnesota Press, 2020

Explores the representation of slave revolt in video games—and the trouble with making history playable

Kill the Overseer! profiles and problematizes digital games that depict Atlantic slavery and “gamify” slave resistance. In videogames emphasizing plantation labor, the player may choose to commit small acts of resistance like tool-breaking or working slowly. Others dramatically stage the slave’s choice to flee enslavement and journey northward, and some depict outright violent revolt against the master and his apparatus. In this work, Sarah Juliet Lauro questions whether the reduction of a historical enslaved person to a digital commodity in games such as Mission US, Assassin’s Creed, and Freedom Cry ought to trouble us as a further commodification of slavery’s victims, or whether these interactive experiences offer an empowering commemoration of the history of slave resistance. 

Forerunners is a thought-in-process series of breakthrough digital works. Written between fresh ideas and finished books, Forerunners draws on scholarly work initiated in notable blogs, social media, conference plenaries, journal articles, and the synergy of academic exchange. This is gray literature publishing: where intense thinking, change, and speculation take place in scholarship.

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cover of Passionate Work: Endurance after the Good Life

Passionate Work

Endurance after the Good Life

Renyi Hong

Duke University Press, 2022

In Passionate Work, Renyi Hong theorizes the notion of being “passionate about your work” as an affective project that encourages people to endure economically trying situations like unemployment, job change, repetitive and menial labor, and freelancing. Not simply a subject of aspiration, passion has been deployed as a means to build resilience and mend disappointments with our experiences of work. Tracking the rise of passion in nineteenth-century management to trends like gamification, coworking, and unemployment insurance, Hong demonstrates how passion can emerge in instances that would not typically be understood as passionate. Gamification numbs crippling boredom by keeping call center workers in an unthinking, suspensive state, pursuing even the most banal tasks in hope of career advancement. Coworking spaces marketed toward freelancers combat loneliness and disconnection at the precise moment when middle-class sureties are profoundly threatened. Ultimately, Hong argues, the ideal of passionate work sustains a condition of cruel optimism in which passion is offered as the solution for the injustices of contemporary capitalism.
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cover of Play to Submission: Gaming Capitalism in a Tech Firm

Play to Submission

Gaming Capitalism in a Tech Firm

Tongyu Wu

Temple University Press, 2024

Games are often a fun perk of a tech company job, and employees can “play to win” in the competition to succeed. But in studying “Behemoth” (a pseudonym for a top American tech company), Tongyu Wu discovered that gaming work culture was far more insidious.

Play to Submission shows how Behemoth’s games undermined and manipulated workers. They lost their work-life balance and the constant competition made labor organizing difficult. Nonetheless, many workers embraced management’s games as a chance to show off their “gamer” identities and create a workplace culture with privileged insiders and exiled outsiders, with female and migrant workers usually in the latter group. Moreover, Wu indicates this may be the future of work for high- and low-skilled and, creative workers in an environment where capitalists have heightened demands for technology and creativity.

Drawing from 13 months of ethnographic work, Wu presents a persistent reality in which the company reaps the reward of surplus productivity, leaving employees themselves in a highly competitive and sometimes precarious work position.
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