247
Views
0
CrossRef citations to date
0
Altmetric
Research Article

Designing a Greedy and Earth-Devouring Cat: Towards a Critical Feminist Approach to Gamification

Received 10 Jul 2023, Accepted 14 Apr 2024, Published online: 23 Apr 2024

References

  • Adkins, Lisa. 2018. The Time of Money. Stanford: Stanford University Press.
  • Adkins, Lisa, Melinda Cooper, and Martijn Konings. 2020. The Asset Economy: Property Ownership and the New Logic of Inequality. Cambridge: Polity Press.
  • Berlant, Lauren. 2011. Cruel Optimism. Durham: Duke University Press.
  • Caracciolo, Marco. 2021. “Animal Mayhem Games and Nonhuman-Oriented Thinking.” Game Studies 21 (1). Accessed June 14, 2023. https://gamestudies.org/2101/articles/caracciolo.
  • Chang, Alenda Y. 2019. Playing Nature: Ecology in Video Games. Minneapolis: University of Minnesota Press.
  • Chaudhry, Sayan, and Chinmay Kulkarni. 2022. “Robinhood’s Forest: A Persuasive Idle Game to Improve Investing Behavior.” In 27th International Conference on Intelligent User Interfaces (IUI’22). https://doi.org/10.1145/3490099.3511114.
  • Cross, Katherine. 2016. “Press f to Revolt: On the Gamification of Online Activism.” In Diversifying Barbie and Mortal Kombat: Intersectional Perspective and Inclusive Designs in Gaming, edited by Yasmin B. Kafai, Gabriela T. Richard, and Brendesha M. Tynes, 23–34. Pittsburgh, PA: Carnegie Melon ETC Press.
  • Deterding, Sebastian, Dan Dixon, Rilla Khaled, and Lennart Nacke. 2011. “From Game Design Elements to Gamefulness: Defining Gamification.” In Proceedings of MindTrek. New York: ACM.
  • Douglas, Benjamin D., and Markus Brauer. 2021. “Gamification to Prevent Climate Change: A Review of Games and Apps for Sustainability.” Current Opinion in Psychology 42: 89–94. https://doi.org/10.1016/j.copsyc.2021.04.008
  • Elias, Ana Sofia, and Gill Rosalind. 2017. “Beauty Surveillance: The Digital Self-Monitoring Cultures of Neoliberalism.” European Journal of Cultural Studies 21 (1): 59–77. doi: 10.1177/1367549417705604
  • Elliott, Jane. 2018. The Micro-Economic Mode: Political Subjectivity and Contemporary Popular Aesthetics. New York: Columbia University Press.
  • Flanagan, Mary. 2009. Critical Play: Radical Game Design. London: The MIT Press.
  • Fuchs, Mathias, Sonia Fizek, Paolo Ruffino, and Niklas Schrape. 2014. Rethinking Gamification. Germany: Lüneburg.
  • Hamilton, Jennifer Mae. 2019. “The Future of Housework: The Similarities and Differences Between Making kin and Making Babies.” Australian Feminist Studies 34 (102): 469–489.
  • Jagoda, Patrick. 2020. Experimental Games: Critique, Play and Design in the Age of Gamification. Chicago: The University of Chicago Press.
  • Jerreat-Poole, Adan. 2020. “Gamified Suburban Violence and the Feminist Pleasure of Destructive Play: Rezoning Warzones.” In Feminist War Games?: Mechanisms of War, Feminist Values, and Interventional Games, edited by Jon Saklofske, Alysse Arbuckle, and Jon Bath, 67–81. London: Routledge.
  • Kaljonen, Minna, et al. 2019. “Attentive, Speculative Experimental Research for Sustainability Transitions: An Exploration in Sustainable Eating.” Journal of Cleaner Production 206: 365–373. https://doi.org/10.1016/j.jclepro.2018.09.206
  • Kopeć, Jarosław. 2015. “Let’s Put Programs in Our Minds. The Ideology of Gamification. Case Study of HabitRPG.” In Gamification: Critical Approaches, edited by Jarosław Kopeć and Krzysztof Pacewicz, 9–26. Warsaw: Commission for techno-humanities.
  • Kundsen, Britta Timm, Mads Krogh, and Carsten Stage. 2022. “Introduction: Methodologies of Affective Experimentation.” In Methodologies of Affective Experimentation, edited by Britta Timm Kundsen, Mads Krogh, and Carsten Stage, 1–24. Cham: Palgrave Macmillan.
  • Liu, Xin. 2020. “Impossible Boredom: Rethinking the Present of the Gamer Subject.” Media Theory 4 (2): 33–54.
  • Liu, Xin. 2021. “Keeping Fit in the Smog: Health, Self-Tracking and Air Pollution in Post-Socialist China.” Catalyst: Feminism, Theory Technoscience 7 (1): 1–20.
  • Lupton, Deborah. 2016. The Quantified Self. Cambridge: Polity Press.
  • Lupton, Deborah, and Gareth M. Thomas 2015. “Playing Pregnancy: The Ludification and Gamification of Expectant Motherhood in Smartphone Apps.” M/C Journal 18 (5).
  • Ngai, Sianne. 2020. Theory of the Gimmick: Aesthetic Judgement and Capitalist Form. Cambridge: The Belknap Press of Harvard University Press.
  • Ngai, Sianne. 2022. “Introduction.” In The Cute, edited by Sianne Ngai, 10–21. Cambridge: The MIT Press.
  • Paasonen, Susanna. 2023. “Ambiguous Affect: Excitements That Make the Self.” In The Affect Theory Reader 2, edited by Gregory J. Seigworth and Carolyn Pedwell, 85–102. Durham: Duke University Press.
  • Pedwell, Carolyn. 2017. “Habit and the Politics of Social Change: A Comparison of Nudge Theory and Pragmatist Philosophy.” Body & Society 23 (4): 59–94. https://doi.org/10.1177/1357034X17734619
  • Ruberg, Bonnie, and Adrienne Shaw. 2017. Queer Game Studies. Minneapolis: University of Minnesota Press.
  • Salen, Katie, and Eric Zimmerman. 2003. Rules of Play: Game Design Fundamentals. Cambridge: MIT Press.
  • Tiessen, Matthew. 2014. “Gamed Agencies: Affectively Modulating Our Screen and App-Driven Digital Futures.” In Rethinking Gamification, edited by Mathias Fuchs, Sonia Fizek, Paolo Ruffino, and Niklas Schrape, 251–269. Leuphana: University of Lüneburg.
  • Tyler, Tom. 2022. Game: Animals, Video Games, and Humanity. Minneapolis: University of Minnesota Press.
  • Vanolo, Alberto. 2019. “Playable Urban Citizenship: Social Justice and the Gamification of Civic Life.” In The Right to the Smart City, edited by Paolo Cardullo, Cesare Di Feliciantonio, and Rob Kitchin, 57–69. Emerald: Bingley.
  • Walz, Steffen P., and Sebastian Deterding. 2014. The Gameful World: Approaches, Issues, Applications. Cambridge: The MIT Press.
  • Woodcock, Jamie, and Mark R. Johnson. 2018. “Gamification: What It Is, and How to Fight It.” The Sociological Review 66 (3): 542–558. https://doi.org/10.1177/0038026117728620