Paolo Ruffino

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PublisherMeson Press2014
Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new ...
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Molleindustria, the “brand” name of Italian game designer Paolo Pedercini, has been a project of reappropriation of video games and a call for the radicalization of popular culture since 2003. On the occasion of the “All Work, No Play” exhibition at Aksioma Project Space in June 2015, a significant selection of its games was made. The exhibited games deal with the theme of the conflict between life and work, as (video)games can be used to address critically socio-political issues such as flexibility, precariousness and alienation. In this essay, Paolo Ruffino, member of the art group IOCOSE and academic, explores the ...

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