From gamification to critical play: the media management of behaviour

images from the ‘gamified scholarship’ seminar:


Foxman, Maxwell 2014.‘How to Win Foursquare: body and space in a gamified world’. In Mathias Fuchs, Sonia Fizek, Paolo Ruffino & Niklas Schrape (eds) Rethinking Gamification, Luneberg: meson press, pp.71-90.

Ian Bogost 2011 ‘Gamification is bullshit

further reading:

Bogost, Ian 2010. Persuasive Games: the expressive power of videogames. Cambridge MA: MIT Press.

Flanagan, Mary 2009. Critical Play: radical game design. Cambridge MA: MIT Press. Introduction here:

Fuchs, Mathias, Fizek, Sonia, Ruffino, Paolo & Schrape, Niklas (eds) 2014. Rethinking Gamification. Amsterdam: meson press. Also online:

MacGonigal, Jane 2011. Reality is Broken: how games make us better and how they can change the world. Penguin.


Global transmedia & the everyday: LEGO case study


reading: Lauwaert, Maaike (2009). The Place of Play: toys and digital cultures [pdf]. Amsterdam: Amsterdam University Press. Please read Part II, section 8 ‘Brand extension and product differentiation’ pp.58-62.

(Section 7 ‘LEGO toys: from wooden blocks to plastic bricks’ pp.50-58. provides a useful history of LEGO and a thoughtful account of the bricks as material technologies so read it as well if you are interested).

“The rule that governs any self-respecting box of old Lego is that it should contain not just single bricks but the exciting debris of half-made projects: a three-wheeled chassis, a robot’s lonely torso, a plastic Piranesi ruin” (Lane 2002).

suggested further reading:

Kline, Stephen. 1993. Out of the Garden: toys, TV, and children’s culture in the age of marketing. London: Verso.

Wolf, Mark J.P. (ed.) 2014. Lego Studies: examining the building blocks of a transmedial phenomenon, New York: Routledge.