Digital Culture & Society (DCS)

Vol. 5, Issue 2/2019 - Laborious Play and Playful Work I
Artikelnummer: 978-3-8376-4479-1
Einband: Kartonierter Einband (Kt)
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This double issue of Digital Culture & Society addresses the complex thematic field of the dialectics of play and labour. We will take a closer look at the problem of play and work from two overlapping, albeit not mutually exclusive, perspectives: laborious play and playful work.The term laborious play points to practices and processes that turn playful activities into hard work. Laborious play happens whenever playfulness turns into work, and may be observed in such activities such as e-sports, excessive play, »goldfarming«, and Twitch gameplay broadcasting, amongst many others.A complementary phenomenon to that of laborious play is the practice and concept of playful work. The promises of a joyful and rewarding working experience have been promoted as »gamification« while critical voices denounce such attempts as ideology, exploitation or simply »bullshit«.Besprochen in:https://colognegamelab.de, 10 (2020)
This double issue of Digital Culture & Society addresses the complex thematic field of the dialectics of play and labour. We will take a closer look at the problem of play and work from two overlapping, albeit not mutually exclusive, perspectives: laborious play and playful work.The term laborious play points to practices and processes that turn playful activities into hard work. Laborious play happens whenever playfulness turns into work, and may be observed in such activities such as e-sports, excessive play, »goldfarming«, and Twitch gameplay broadcasting, amongst many others.A complementary phenomenon to that of laborious play is the practice and concept of playful work. The promises of a joyful and rewarding working experience have been promoted as »gamification« while critical voices denounce such attempts as ideology, exploitation or simply »bullshit«.Besprochen in:https://colognegamelab.de, 10 (2020)
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VerlagTranscript
EinbandKartonierter Einband (Kt)
Erscheinungsjahr2020
Seitenangabe172 S.
AusgabekennzeichenEnglisch
AbbildungenKartoniert; schwarz-weiss Illustrationen
MasseH24.0 cm x B15.5 cm 309 g
CoverlagTranscript (Imprint/Brand)
Auflage1. A.
ReiheDigital Culture & Society
AutorAbend, Pablo (Hrsg.) / Fizek, Sonia (Hrsg.) / Fuchs, Mathias (Hrsg.) / Wenz, Karin (Hrsg.)

Alle Bände der Reihe "Digital Culture & Society"

Über den Autor Pablo (Hrsg.) Abend

Pablo Abend (PhD) is the scientific coordinator of the Research School »Locating Media« at the University of Siegen. He is interested in geomedia, situated methodologies, participatory culture, and Science and Technology Studies. Mathias Fuchs (Dr.) is an artist, musician and media scholar. He is the director of the Gamification Lab at Leuphana University in Lüneburg. He is a pioneer in the field of game art and is a leading scholar in game studies and directs a project on Gamification that is funded by the German Research Council (2018-2021). Karin Wenz (Dr.) is an assistant professor of Media Culture at Maastricht University, Netherlands, and director of studies of the MA Media Culture.

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