Abstract
Technology-based games spread in many fields of society since the beginning of the 21st century. Nowadays, they are ubiquitous, played in different shapes and linked to quite different tasks. In general, playing has become more important and lost its negative image, which was characteristic for the period of labour societies. Gamification is influencing working conditions and companies apply concepts of gamification to encourage their customers to co-working. Computer games are becoming models of software, designed for work purposes. These processes enlarge the field of technology-based playing and influences playing as well as playing persons.
With this call we want to address the following questions:
– Do environments of play-things and opportunities of technology-based playing change behaviour?
– What is the role of (digital) technology within these developments?
– Does it make sense to label this process as a turn to play?
– What can be learned from the use of technology-based games in art?