- Page 1 and 2: Rethinking Gamification Edited by M
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- Page 7 and 8: Introduction This book is about gam
- Page 9 and 10: They Can Change the World (2011) sh
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- Page 13 and 14: value of these kinds of playful pra
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- Page 17: Bibliography Bishop, Claire. 2012.
- Page 21 and 22: Gamification And Governmentality by
- Page 23 and 24: Most modern advertising techniques
- Page 25 and 26: HON-circle (level 3), and is grante
- Page 27 and 28: N.K.: Okay. Isn’t ten million jus
- Page 29 and 30: ment of the purchase, the frequent-
- Page 31 and 32: to process it (cf. Mayer-Schönberg
- Page 33 and 34: at risk for leaving, who are going
- Page 35 and 36: Here, the healthy food should be pu
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- Page 39 and 40: considered analogous to a shepherd
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- Page 43 and 44: oad implementation of positive-feed
- Page 45: Foucault, Michel. 1977 / 1975. Disc
- Page 48 and 49: We would be better off thinking of
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In the following section, I will co
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find Ingold’s theory interesting
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and what it eliminates: “[M]ateri
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arbitrarily determined by the relat
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ultimately concerned with the possi
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itself, which mixes the textures of
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consistent study, by Beck and Wade
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Fuchs, Mathias. 2012. “Ludic Inte
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How to Win Foursquare: Body and Spa
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larger discourse of gamification, i
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“a system in which players engage
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The most constant form of competiti
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pend on behalf of the program. Such
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form, the states of excitation, whi
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Mauss also broadens the scope of th
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evening and use the opportunity to
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and gathering here shapes the platf
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Bibliography Bataille, Georges. 199
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The Ludification of Culture by Joos
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Figure 2: Playground Wilders, 2010.
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I have described this development e
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and the full width of the humanitie
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its own. Any overtures from the par
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its large ambition and scope. As th
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Culture arises and unfolds in and a
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ecoming increasingly difficult to i
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approaching digital media and digit
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subscription fees, and thus remain
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expounded here seems very fruitful,
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Nolan, Christopher. 2000. Memento.
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Replaying History
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2011 and 2013) 1 was christened “
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lar the following fields of predigi
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This is a lottery for Believers, an
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Ever-Ready Minuet and Polonaise Com
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see also Raessens p. 95 1. I’d li
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Magic is much closer to Science tha
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well-designed games and to hide suc
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It seems to me that it is impossibl
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dependent on the digitalisation of
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Deterding, Sebastian, Dan Dixon, Ri
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Travers, Pamela Lyndon. 1934. Mary
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on gamification, especially focusin
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Csikszentmihalyi proposes that even
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first fan-driven attempts to develo
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as a medium of exchange and prevent
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Moreover, the technical cost of cre
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exchange without any official way f
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were not built towards self-measure
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ules (Consalvo 2007) and as such is
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decisions, in code or in hardware a
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http://www.hideandseek.net/2010/10/
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Reframing Context 163
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Although such connections have yet
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For Kapp, “gamification is using
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Figure 1: The Flusserian Ladder of
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And our behaviour changes: it is no
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esided in the hands of the artisan.
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level of observations and imagining
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through the use of these codes than
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of the apparatus, in such a way tha
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consequently project technical imag
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However, I believe that the studies
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Schiller, Friedrich. 2004 / 1795. O
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15). 2 Nevertheless, as he highligh
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Haydée Silva Ochoa points out that
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For him, the essence of the game do
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The French term jouabilité could b
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transcendent order, even when rules
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on to others. We think of tips and
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Ludography Candy Crush Saga. 2012.
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significant user base but, on the o
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across different domains (e.g. gami
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(e.g. a virtuous knight, with a whi
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even single-player games require co
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Figure 1: A Semiotic Square Articul
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that they feature different types a
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similar to the famous Risk board ga
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layer seems to adhere to the gamifi
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that take place in parallel with ot
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Adopting a semiotic square to artic
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IAB Game Committee. 2010. “Video
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Reclaiming opposition 225
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system (Dragona 2014, 98). What hap
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pays attention to positive emotions
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will be explained further below, se
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as such the people of special inter
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advertisements, merely through thei
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and quantifying stop? How can users
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6.1 obfuscation Obfuscation is a te
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On Facebook, users have been playin
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quantifying relationships, interest
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Bunchball. 2010. Gamification 101:
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Man, Phillip. 2011. “Playing the
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Leingruber, Tobias. 2012. Social ID
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Suddenly, your smartphone vibrates
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While Nietzsche’s bombastic admon
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thinking “the human” as a poten
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and Peterson 2013; Risen and Poitra
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Will we live in a “gamocracy” t
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As you may know, mountain biking is
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this case, Strava, virtual competit
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Braidotti, Rosi. 2013. Posthuman. C
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Meister, Jeanne. 2012. “Gamificat
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270
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Why fun matters: in search of emerg
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sponse post to Bogost’s “Gamifi
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In order to pin down this slippery
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logic and rules, more importantly i
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The above reasoning may help us und
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to take place, a certain level of i
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may implement different strategies
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Robertson, Margaret. 2010. “Can
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virtual rewards used to motivate pe
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Figure 1: The Grind in a Traditiona
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sequences to meet specific needs; t
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this old content originally designe
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The different design concepts used
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Making Gamification Meaningful The
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eal-world context. Instead of trapp
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Eudaimonic Design, or: Six Invitati
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To this end, this article presents
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with one’s own goals, needs, valu
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By specifying goals and rules and e
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unified whole of restructuration an
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in human-computer interaction (see
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holistic, emergent, situated, and d
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with, giving rise to interactional
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Fogg 2003; Zichermann 2012). This i
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successful design interventions req
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these occur: Instead of building a
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Bibliography Antin, Judd and Elizab
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Hunicke, Robin, Marc LeBlanc and Ro
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Whitworth, Brianm and Adnan Ahmad.
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Sonia Fizek Dr. Sonia Fizek is a Po
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Paolo Ruffino Paolo Ruffino is a Re
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D data ............................
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H Hasard (game) ...................
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Risk (game) .......................