ABSTRACT

This chapter focuses on the concept of gamification that has been controversially debated in recent times by the Mathias Fuchs. It argues that the transfer of gameplay characteristics into other areas of life, like health and self-improvement, learning, behavioural change, and work, can be used for the good and the bad. Mobile gaming on smartphones has also become a dynamic market, social network games have been on the rise, and virtual reality head-mounted displays have come to be touted as the 'next big thing' to revolutionise gaming. The team speak can be added to games that do not offer such options, and considerably enhance the social experience. The notion of gaming being a 'male thing' may be explained by public perceptions developing slower than the social reality, but it may also be explained by gaming experiences still being gendered in many ways.