Punctuated Play: Revealing the Roots of Gamification

dc.contributor.authorFoxman, Maxwell
dc.date.accessioned2022-10-12T23:11:18Z
dc.date.available2022-10-12T23:11:18Z
dc.date.issued2020
dc.description18 pagesen_US
dc.description.abstractEven at the apex of its hype cycle in the 2010s, game studies scholars and designers derided gamification. This article first explores why gamification inspired such vitriol. It finds the incursion of non-game corporations and entities into the field was a threat to those who fought so ardently to legitimize the profession and promote a more playful or ludic 21st century. The article then delves deeper into the literature of play to redefine what occurs when a player engages with a gamified app, such as the social media application Foursquare. It rescripts their activity as ‘punctuated play’, or when the competition, conflict, glory, and other aspects of traditional play pierce a moment but do not necessarily define it.en_US
dc.identifier.citationFoxman, M. (2020). Punctuated Play: Revealing the Roots of Gamification. Acta Ludologica, 3(2), 54–71.en_US
dc.identifier.urihttps://hdl.handle.net/1794/27693
dc.language.isoenen_US
dc.rightsCreative Commons BY-NC-ND 4.0-USen_US
dc.subjectFoursquareen_US
dc.subjectgame designen_US
dc.subjectgame studiesen_US
dc.subjectgamificationen_US
dc.subjectludologyen_US
dc.titlePunctuated Play: Revealing the Roots of Gamificationen_US
dc.typeArticleen_US

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