Gamification of Culture – the problematization of the game as mediation, the perspective of ludicity and the culture of gamification through media studies.
Gamification, Games, Ludicity, Gamification of Culture, Media Studies.
What if each step of our daily life could be transformed into stages or phases of a game? In the light of gamification, it would be possible to 'gamify' everyday life, the most common and banal activities and tasks, converting our life into a game. It may seem like the premise of a science fiction novel or the script of a new Hollywood movie, but it is already a reality today. As the corporate world, marketing strategies and educational environments structure artifacts and devices, actions and practices , products and services with game elements and mechanics, making social practices in these spaces of social interaction more motivating and engaging, consequently building the 'Gamification of Culture'. ), Johan Huizinga relates games to human culture. We reestablish the role of games in contemporary times, with their playful nature, social and communicational interaction, as well as their use in gamified activities, in educational, corporate and entertainment contexts, with the aim of modulating and conditioning the behavior of individuals. We established the relationship between GAME, CULTURE and GAMIFICATION – in the framework as studies on mediated social practices. Structuring the thesis into five chapters, we examine the academic path in the context of media studies to understand, from the relationship between games and culture, gamification as a mediated social practice – we highlight John B. Thompson, Luís Mauro Sá Martino, Johan Huizinga , Jane McGonigal, Lúcia Santaella, Delmar Domingues, Brian Burke, Fabricio Fava, Mathias Fuchs and Marcos Nicolau. They will be the theoretical basis that list the main approaches on game, gamification, ludicity, media theory, mediatization, cultural studies; and major application domains such as education, entertainment, and social media.