TheGamification Lab at theCenter for Digital Cultures in
Lüneburg, Germany, invites scholars, artists, designers and thinkers
to critically question gamification and propose alternatives to the
dominant models that have been framing this concept. The project will expand the outcome of theRethinking Gamification workshop
held in May 2013 at the Gamification Lab in Lüneburg, which involved a group of 15 international scholars and artists. The handbook will be edited by Mathias Fuchs, Niklas Schrape, Sonia Fizek and Paolo Ruffino.
Further details below
http://projects.digital-cultures.net/gamification/call-for-papers///
We expect proposals to critically analyse gamification. If interested, please send extended abstracts (1.000 words) for full length papers (8.000 words), to be completed (if accepted) by mid-December 2013. The final papers will be published in Spring 2014.
Gamification can be seen as permeating economical, political and social contexts, and as the result of an increasing popularity of the medium of the video game in mainstream audience. In more recent times, gamification has come to be appropriated by the marketing context.
However, at the same time a more critical approach has been emerging in the academic and journalistic fields. Several authors (Schell 2010; Bogost 2010; Ionifides 2011; Deterding, Khaled, Nacke, Dixon 2011; Raessens 2006; Fuchs & Strouhal 2008) have debated gamification for the strictly limited (and mostly marketing-oriented) adoption of game design approaches and game studies terminology. We are now looking for innovative ideas to critically question gamification and propose alternatives to the dominant models.
Key facts and dates
* We invite proposals (1.000 words) to be submitted by 15th September 2013
* Notification of acceptance: beginning to mid of October 2013
* Full papers (8.000 words) are expected by 15th December 2013
* Publication is expected by Spring 2014
* Questions,comments, and submissions to
mathias.fuchs@inkubator.leuphana.de