Publication Cover
Performance Research
A Journal of the Performing Arts
Volume 21, 2016 - Issue 4: On Game Structures
556
Views
5
CrossRef citations to date
0
Altmetric
PART 3 : SYSTEMS AND METASYSTEMS

Lude et labora. Notes on gamification at work

References

  • Bourdieu, Pierre (1980) Le sens pratique [The Logic of Practice], Paris: édition de Minuit.
  • Bunchball (2010) Gamification 101: An introduction to the use of game dynamics to influence behavior, www.bunchball.com, accessed 12 November 2015.
  • Burawoy, Michael (1979) Manufacturing Consent: Changes in the labor process under monopoly Capitalism, Chicago, IL: University of Chicago Press.
  • Caillois, Roger (2001 [1958]) Man, Play and Games, Urbana and Chicago: University of Illinois Press.
  • Cambi, Franco and Gianfranco Staccioli (2007) Il gioco in occidente. Storia, teorie, pratiche [The game in the West: History, theory, practice], Rome: Armando editore.
  • Carse, James P. (1987) Finite and Infinite Games, New York, NY: Ballantine Books.
  • Csikszentmihaly, Mihaly (1975) Beyond Boredom and Anxiety: Experiencing flow in work and Play, San Francisco: Jossey-Bass.
  • De Certeau, Michel (1990) L’invention du quotidien [The Practice of Everyday Life], Paris: Gallimard.
  • Deci, Edward and Richard Ryan (2000) ‘The “what” and “why” of goal pursuits: Human needs and the selfdetermination of behavior’, Psychological Inquiry 11 (4): 227–68. doi: 10.1207/S15327965PLI1104_01
  • Deterding, Sebastian (2014) ‘Eudamonic design, or: Six invitations to rethink gamification’, in Mathias Fuchs, Paolo Ruffino, Sonia Fizek and Niklas Schrape (eds) Rethinking Gamification, Luneburg: Meson Press, pp. 305–331.
  • Deterding, Sebastian (2015) ‘The ambiguity of games: Histories and discourses of a gameful world’, in S. Deterding and S. Walz (eds) The Gameful World: Approaches, issues, applications, Cambridge, MA: MIT Press, pp. 23–64.
  • Deterding, Sebastian and Stephen Walz, eds (2015) The Gameful World: Approaches, issues, applications, Cambridge, MA: MIT Press.
  • Deterding, Sebastian, Dan Dixon, Rilla Khaled and Lennart Nacke. (2011) ‘From game design elements to gamefulness: Defining “gamification”’ in MindTrek ‘11 Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, Association for Computing Machinery (ACM) New York, pp. 9–15.
  • Edery, David and Ethan Mollick (2009) Changing the Game. How video games are transforming the future of business, New Jersey: FT Press.
  • Fizek, Sonia (2014) ‘Why fun matters: In search of emergent playful experiences’, in Mathias Fuchs, Paolo Ruffino, Sonia Fizek and Niklas Schrape (eds) Rethinking Gamification, Luneburg: Meson Press, pp. 273–287.
  • Fogg, B. J. (2003) Persuasive Technology: Using computers to change what we think and do, Burlington Massachusetts: Morgan Kaufmann.
  • Fuchs, Mathias (2013) Serious Games Conference 2013: Erfolgreiches comeback Nach Einjähriger pause, www.biuonline.de, accessed 12 November 2015.
  • Fuchs, Mathias, Sonia Fizek, Paolo Ruffino, Niklas Schrape, eds, (2014) Rethinking Gamification, Luneburg: Meson Press.
  • Goffman, Erving (1959) The Presentation of Self in Everyday Life, New York, NY: Anchor Books.
  • Gozzi, Raymond Jr (1990) ‘Is life a game? Notes on a master metaphor’, ETC: A review of general semantics, 47(3): 291–3.
  • Herger, Mario (2014) Vol 01. Enterprise gamification, www.gumroad.com, accessed 12 November 2015.
  • Huizinga, Johan (2002 [1938]) Homo ludens, Torino: Einaudi.
  • Kücklich, Julian (2005) ‘Precarious playbour: Modders and the digital games industry’, The Fibreculture Journal (5), www.fibreculturejournal.org, accessed 12 November 2015.
  • Kumar, Janaki and Mario Herger (2013) Gamification at work: Designing engaging business software, Aarhus: Interaction Design Foundation.
  • Latour, Bruno (2008) A Cautious Prometheus? A few steps toward a philosophy of design, Keynote lecture for the Networks of Design meeting, Cornwall, 3 September, www.bruno-latour.fr, accessed 12 November 2015.
  • Lepper, Mark, David Greene and Richard Nisbett (1973) ‘Undermining children’s intrinsic interest with extrinsic reward: A test of the “overjustification” hypothesis’, Journal of Personality 28(1): 129–37.
  • Lesage, Dieter (2012) ‘Permanent performance’, Performance Research 17(6): 14–21. doi: 10.1080/13528165.2013.775752
  • Levi-Strauss, Claude (1966) The Savage Mind, London: Weidenfeld and Nicolson.
  • Linehan, Connor, Ben Kirkman and Brian Roche (2015) ‘Gamification as behavioral psychology’, in Sebastian Deterding and Steffen Walz (eds) The Gameful World: Approaches, issues, applications, Cambridge, MA: MIT Press.
  • Lotman, Juri Mihailovic, Vjačeslav V. Ivanov, Jurij M. Lotman, Aleksandr M. Piatigorskij, Vladimir N. Toporov and Boris A. Uspenskij . (2006 [1973]) ‘Tesi per un’analisi semiotica delle culture’, in F. Sedda (ed.) Tesi per una semiotica delle culture, Roma: Meltemi, pp. 107–147.
  • McKenzie, Jon (2001) Perform or Else: From discipline to performance, New York, NY: Routledge.
  • McGonigal, Jane (2011) Reality is Broken. Why games make us better and how they can change the world, London: Jonathan Cape.
  • Mollick, Ethan and Kevin Werbach (2015) ‘Gamification and the enterprise’, in Sebastian Deterding and Steffan Walz (eds) The Gameful World: Approaches, issues, applications, Cambridge, MA: MIT Press.
  • Negri, Antonio and Michael Hardt (2004) Multitude, London: Penguin Books.
  • Nicholson, Scott (2014) ‘Exploring the endgame of gamification’, in Mathias Fuchs, Paolo Ruffino, Sonia Fizek and Niklas Schrape (eds) Rethinking Gamification, Luneburg: Meson Press, pp. 289–304.
  • Pine, Joseph and James Gilmore (1998) Welcome to the Experience Economy, Boston, MA: Harvard Business School Press.
  • Raessens, Joost (2014) ‘The ludification of culture’, in Mathias Fuchs, Paolo Ruffino, Sonia Fizek and Niklas Schrape (eds) Rethinking Gamification, Luneburg: Meson Press, pp. 91–114.
  • Rey, P. J. (2015) ‘Gamification and post-Fordist capitalism’, in Sebastian Deterding and Steffan Walz (eds) The Gameful World: Approaches, issues, applications, Cambridge, MA: MIT Press, pp. 277–295.
  • Rigby, Scott (2015) ‘Gamification and motivation’, in Sebastian Deterding and Steffan Walz (eds) The Gameful World: Approaches, issues, applications, Cambridge, MA: MIT Press, pp. 113–137.
  • Roy, Donald F. (1959) ‘Banana time: Job satisfaction and informal interaction’, Human Organization, 18(4): 158–68. doi: 10.17730/humo.18.4.07j88hr1p4074605
  • Salen, Katie and Eric Zimmerman (2004) Rules of Play: Game design fundamentals, Cambridge, MA: MIT Press.
  • Schrape, Nikolas (2014) ‘Gamification and governmentality’, in Mathias Fuchs, Paolo Ruffino, Sonia Fizek and Niklas Schrape (eds) Rethinking Gamification, Luneburg: Meson Press, pp. 21–45.
  • Suits, Bernard (1967) ‘Is life a game we are playing?’, Ethics 77(3): 209–13. doi: 10.1086/291634
  • Sutton-Smith, Brian (1997) The Ambiguity of Play, Cambridge, MA: Harvard University Press.
  • Thaler, Richard H. and Cass S. Sunstein (2008) Nudge: Improving decisions about health, wealth, and happiness, New Haven, CT: Yale University Press.
  • Wark, McKenzie (2007) Gamer Theory, www.academia.edu, accessed 12 November 2015.
  • Werbach, Kevin and Dan Hunter (2012) For the Win: How game thinking can revolutionize your business, Philadelphia, PN: Wharton Digital Press.

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.