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.