Gamification & Everyday Play
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Research theme
Research theme
How game logics enter non-game life, from location-based apps and political campaigns to brain-training games.
Publications
- Rahman, M. W. U., Foxman, M., & Markowitz, D. M. (2025). Games as Cognitive Recreation: User Perspectives on Brain-training Apps. International Journal of Human–Computer Interaction, 41(4), 2312–2322. Read → (opens in a new tab)
- Xie, E., Foxman, M., & Xu, S. (2021). From public sphere to magic circle: playful publics on the Chinese internet. Internet Histories, 5(3-4), 359–375. Read → (opens in a new tab)
- Foxman, M. (2020). Punctuated Play: Revealing the Roots of Gamification. Acta Ludologica, 3(2), 54–71. Read → (opens in a new tab)
- Foxman, M., & Forelle, M. (2014). Electing to Play MTV’s Fantasy Election and Changes in Political Engagement Through Gameplay. Games and Culture, 9(6), 454–467. Read → (opens in a new tab)
- Foxman, M., Rahman, M. W. U., & FitzClemen, R. (forthcoming). Playing for Climate Balance: A Manifesto and Example. In M. Bianchi (Ed.), Video Games as Ecomedia: Nature, Design, Play. Bloomsbury Academic.
- Foxman, M. (2017). Foursquare: Bodily Transgression in Gamified Spaces. In E. Torner, E. L. Waldron, & A. Trammell (Eds.), Analog Game Studies: Volume II (pp. 181–186). ETC Press.
- Foxman, M. (2014). How to Win Foursquare: Body and Space in a Gamified World. In M. Fuchs, S. Fizek, P. Ruffino, & N. Schrape (Eds.), Rethinking Gamification (pp. 71–90). meson press.
- Rahman, W., & Foxman, M. (2020). Brain-training Games: Play as a Tool for Cognitive Enhancement. DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere. Read → (opens in a new tab)
In the news
- Haaland, S. (2023, November). Game On: How Gamification Bridges the Generation Gap in Sales. LinkedIn. Read → (opens in a new tab)
- Haaland, S. (2023, November). You think older generations don’t respond to gamification? The data says differently. SalesScreen. Read → (opens in a new tab)
Talks and presentations
Show 13 talks
- Rahman, M. W. U., Foxman, M., & FitzClemen, R. (2024, June). “Playable Climate Models: Playtesting Board Games to Increase Environmental Simulation Accuracy.” Presented at the 74th Annual International Communication Association Conference, Gold Coast.
- Can, O., Rahman, W., Hansen, J., Harris, B., Fickle, T., Cote, A., & Foxman, M. (2021, May). “Cognitive Capitalism in Collegiate Esports.” Presented at the 71st Annual International Communication Association Conference, Virtual.
- Rahman, W., Markowitz, D. M., & Foxman, M. (2021, May). “How to Brain Train: Tensions between User Perceptions of Playfulness and Cognitive Improvement.” Presented at the 71st Annual International Communication Association Conference, Virtual.
- Xie, E., & Foxman, M. (2018, May). “Playful Publics New Iterations of Internet Culture in China.” Presented at the 16th Chinese Internet Research Conference, Leiden.
- Foxman, M. (2018, April). “A Universe of Play: Gamification and How it Punctuates Everyday Life.” Presented at What is Universe?, Portland.
- Foxman, M. (2017, May). “The Point of Play: Revealing the Roots of Gamification.” Presented at the International Communication Association 67th Annual Conference, San Diego.
- Foxman, M. (2016, October). “Punctuated Play: How Gamification Pierces Everyday Experiences.” Presented at Extending Play 3 Rutgers Media Studies Conference, New Brunswick.
- Foxman, M. (2014, June). “Gaming the System: Gamification, Playbor and Toying with the Public.” Presented at Social Media and the Transformation of Public Space, Amsterdam.
- Foxman, M. (2014, May). “The Glories of Everyday Life: Playing with the Ordinary Using Mobile Media.” Presented at the 11th Annual ICA Mobile Preconference, Seattle.
- Forelle, M., & Foxman, M. (2014, March). “MTV’s ‘Fantasy Election’ & the Pro’s and Con’s of Turning Political Engagement into a Game.” Presented at the Digital Media & Learning Conference, Boston.
- Foxman, M., & Forelle, M. (2013, April). “MTV’s Power of 12 and Changes in Political Engagement Following Election-themed Gameplay.” Presented at Extending Play: Rutgers Media Studies Conference, New Brunswick.
- Foxman, M. (2012, March). “Finding Your Place: How Mobile Games and Social Media can Redefine Climate Change and Community.” Presented at the Local and Mobile Annual Conference, Raleigh.
- Foxman, M., & FitzClemen R. (2020, February). “Game Changer: Using Games and Playful Design in Communicating Climate News and Data.” SCR Winter Research Forum, Eugene.