
doi: 10.53288/0441.1.07
This chapter concerns the ludification of the university and the academic politics of game studies. It takes Joost Raessens’ work on the ludification of culture and the politics of serious games as emblematic of game studies’ general disinclination to fully reckon with the role of military technoscience and contemporary capitalism in shaping digital play. The chapter argues that the conceptual tools Raessens offers should be applied not just to games and culture, but to game studies itself and the university as well. Doing so allows us to critique the ongoing instrumentalization of play in the neoliberal university through its institutional interest in games as educational tools, the involvement of the defense industry in game research projects, and the technological acceleration of academic life.
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 0 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
