GAYME and @deadquarewalking will be featured in Screencity Journal’s PLAYING LIFE: GAMIFICATION BEYOND GAMING

Peer reviewed journal
Emanuela Zilio, Matteo Bittanti ed.

Screencity Journal #5 aims to support policy makers and private investors in understanding the economic importance of videogames and gamification approaches in relation to such fields as Cultural Heritage & Arts, Science, Communication, Entertainment, Urban Studies, Health, Learning and Education.

Scholars, designers, players, and artists are invited to participate in PLAYING LIFE: GAMIFICATION BEYOND GAMING, a special issue of Screencity Journal entirely dedicated to the the topic of gamification, i.e. “the use of game design elements or game mechanics in non game contexts”.

We are looking for proposals that critically and playfully engage with gamification, a notion whose popularity has transcended the academic sphere thanks to a series of publications, workshops, conferences, and events throughout the United States and Europe. Currently, several contrasting concepts of gamification coexist – and frequently clash – within multiple conversations, contexts, and discourses. Seen as a marketing tool by some, gamification has often been dismissed and/or criticized by scholars. At the same time, others have highlighted its potential to enrich and augment various cultural, creative, political, pedagogical, and artistic practices.

PLAYING LIFE: GAMIFICATION BEYOND GAMING will critically address several questions raised by gamification, especially its ethical, political, ideological, educational, and aesthetic implications. How can gamification question existing structures and conditions of inequality, disparity, and injustice? What does it mean to live in a “gamified” society? What does such world look like? Is it utopian or dystopian?

Screencity Journal #5 will examine multiple themes related to gamification in relation to Cultural Heritage & Arts, Science, Communication, Entertainment, Health and Learning.

Possible topics include, but are not limited to:

  • Critical literature reviews of gamification (for example, the rhetoric and discourses surrounding gamification, historical precedents, ideological and functional frameworks, etc.);
  • Gamification between labor and play, commodification and exploitation, surveillance and sousveillance;
  • Gamification and economic theory;
  • Gamification and political science;
  • Gamification and Game Art: appropriations, subversions, and interventions, from hacking to modding, from performances to happenings;
  • Gamification and ethics;
  • The potential of gamification for research and learning (gamification as a training tool, conceptual framework, form of pedagogy etc.);
  • The uses of gamification in health-related contexts;
  • Gamification in marketing, communication, and media.

Authors are invited to address the ethical, political, social, ludic, and artistic aspects of gamification; critically engage with the scholarly literature on the topic; be familiar with the history and evolution of this practice; examine or discuss case studies; and suggest possible strategies to develop and apply gamification for projects related to Cultural Heritage & Arts, Science, Communication, Entertainment, Urban Studies, Health, Learning and Education.

One of the purposes of Screencity Journal #5 is to provide a critical overview of key case studies, best practices, and gamification strategies that have been applied or could be used in the future by policy makers and entrepreneurs as well as scholars and institutions. The editors are also looking for possible implementation plans of gamification project specifically conceived and designed for the Italian context.

This entry was posted in Phoneurie, Queer Studies, Serious Games, Urban Studies. Bookmark the permalink.

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