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Ludefaction

Fracking of the Radical Imaginary

Bibliographic Data

ID2409565
AuthorsG Kirkpatrick (0000-0001-5040-3746, University of Skövde, corresponding author)
Year2015
Volume10
Issue6
Pages507-524
Publication date2015-11-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueGames and Culture (JOURNAL)
Journal identifiersISSN: 1555-4120 • E-ISSN: 1555-4139
PublisherSAGE Publications Inc (PUBLISHER)
DOI10.1177/1555412014568665
OpenAlexW2011142732
LanguageEN
Citations received6
References cited15

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

Ambivalence · Epistemology · Knowledge management · Power (physics · Process (computing · Sociology · Subject (documents · The Imaginary · Work (physics · World Wide Web · Computer Science · Digital Games and Media · Engineering · Innovative Human-Technology Interaction · Museums and Cultural Heritage · Psychology · Social Psychology

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Unique citing works6
Citations per year0,67
Citation span2017 - 2026 (10)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 6

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