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Playful Identities, or the Ludification of Culture
7 references·16 citing·33 second hop
Playful Identities, or the Ludification of Culture (2005)Playful Identities, or the Ludification o…Ict in everyday life (2006)Ict in everyday lifeThe Language of New Media (2002)The Language of New MediaThe Limits of Interpretation. (1994)The Limits of Interpretation.Interpretation and Overinterpretation (1992)Interpretation and Overinterp…The Limits of Interpretation (1991)The Limits of InterpretationThe Limits of Interpretation (1991)The Limits of InterpretationHomo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…Refashioning linguistic expertise: Translanguaging TESOL in social media (2025)Refashioning linguistic exper…Football Fan Tokens as a mode of “serious leisure”: unveiling the dual essence of identity and investment (2024)Football Fan Tokens as a mode…Gamblification: A definition (2022)Gamblification: A definitionSeduction as control: Gamification at Foursquare (2021)Seduction as control: Gamific…Playing a new game—An argument for a teacher‐focused field around games and play in language education (2021)Playing a new game—An argumen…Gamifying the city: E-scooters and the critical tensions of playful urban mobility (2021)Gamifying the city: E-scooter…Multimodality (2020)MultimodalityCorpus-Assisted Discourse Studies (2020)Corpus-Assisted Discourse Stu…Context and Its Complications (2020)Context and Its ComplicationsFlying a kite: playful mapping in a multidisciplinary field-course (2018)Flying a kite: playful mappin…20. Playing with power : Casual politicking as a new frame for political analysis (2018)20. Playing with power : Casu…Investigating relationships between video gaming, spectating esports, and gambling (2017)Investigating relationships b…Mobile art: Rethinking intersections between art, user created content (UCC), and the quotidian (2015)Mobile art: Rethinking inters…Ludic encounters – understanding surveillance through game metaphors (2015)Ludic encounters – understand…Une approche située et critique du concept de gamification (2014)Une approche située et critiq…Du game design au gamefulness : définir la gamification (2014)Du game design au gamefulness…Beyond Play (2007)Persuasive Games (2007)From game design elements to gamefulness (2011)The playful frame: gamification in a French-as-a-foreign-language class (2016)Narrative as virtual reality: immersion and interactivity in literature and electronic media (2001)Knowledge and Critical Pedagogy (2008)Documents and Bureaucracy (2010)The Platformization of the Web: Making Web Data Platform Ready (2015)Flow: the psychology of optimal experience (1990)Rules of Play: Game Design Fundamentals (2003)Reality is broken: why games make us better and how they can change the world (2012)AGE-Learn: Ontology-Based Representation of Personalized Gamification in E-learning (2020)A Partial Least Squares Latent Variable Modeling Approach for Measuring Interaction Effects: Results from a Monte Carlo Simulation Study and an Electronic-Mail Emotion/Adoption Study (2003)A primer on partial least squares structural equation modeling (PLS-SEM) (2014)A primer on partial least squares structural equation modeling (PLS-SEM) (2015)Paying for loot boxes is linked to problem gambling, regardless of specific features like cash-out and pay-to-win (2019)Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective (2019)Loot boxes, problem gambling and problem video gaming: A systematic review and meta-synthesis (2021)Prospect Theory: An Analysis of Decision under Risk (1979)Language and Agency (2001)Positioning Gender in Discourse (2003)Unnatural Narratives, Unnatural Narratology: Beyond Mimetic Models (2010)The Power of Commemorative Street Names (1996)Past Postmodernism? Reflections and Tentative Directions (1999)Scientific Representation (2008)Identity and agency in cultural worlds (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamification in theory and action: A survey (2014)Narration or Science? Collapsing the Division in Organization Studies (1995)Foreword (2011)Does It Pay to Be Real? Understanding Authenticity in TV Advertising (2018)Transformations in dreaming and characters in the psychoanalytic field (2009)Can We Re-Use Qualitative Data via Secondary Analysis? Notes on Some Terminological and Substantive Issues (2010)
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References

  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 2002The Language of New Media5,017 cited
  • 1992Interpretation and Overinterpretation696 cited
  • 1991The Limits of Interpretation492 cited
  • 1994The Limits of Interpretation.337 cited
  • 1991The Limits of Interpretation263 cited
  • 2006Ict in everyday life11 cited

Cited by

  • 2017Investigating relationships between video gaming, spectating esports, and gambling181 cited
  • 2022Gamblification: A definition82 cited
  • 2014Une approche située et critique du concept de gamification49 cited
  • 2014Du game design au gamefulness : définir la gamification46 cited
  • 2020Corpus-Assisted Discourse Studies44 cited
  • 2021Seduction as control: Gamification at Foursquare42 cited
  • 2021Playing a new game—An argument for a teacher‐focused field around games and play in language education38 cited
  • 2024Football Fan Tokens as a mode of “serious leisure”: unveiling the dual essence of identity and investment36 cited
  • 2020Context and Its Complications

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34 cited
  • 2020Multimodality21 cited
  • 2021Gamifying the city: E-scooters and the critical tensions of playful urban mobility20 cited
  • 2025Refashioning linguistic expertise: Translanguaging TESOL in social media17 cited
  • 2015Mobile art: Rethinking intersections between art, user created content (UCC), and the quotidian17 cited
  • 2018Flying a kite: playful mapping in a multidisciplinary field-course16 cited
  • 201820. Playing with power : Casual politicking as a new frame for political analysis14 cited
  • 2015Ludic encounters – understanding surveillance through game metaphors14 cited