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Abstract
Commercial uses of gamification position this media practice within business origins, yet the use of gamification extends beyond these boundaries. Drawing from an historical-cultural analysis, this dissertation examines three case studies of gamified responses to social problems, to extend the empirical range of scholarship on the topic towards a better understanding of gamification as a cultural production of subjectivities and agencies. To start, each case study recognizes the social constitution of the problem and corresponding solutions as broad-based, requiring significant coordinated social action rather than a cumulation of individual actions. Next, each case study analyzes the game intention in terms of subjectivities, and the degree of correspondence between intention and game design. Finally, each case study examines, through an autoethnographic account, the constitution of subjectivities through affective game play. When these facets complement one another, through rationalistic and explicit means, an uncritical individualist subjectivity is produced. However, when these facets push against one another, creating discursive contradictions, a critical individualist subjectivity is produced. This dissertation finds that an effective gamified response to social problems requires the reproduction of a critical subjectivity, which allows players the necessary reflexivity to more fully comprehend both the social constitution of the problem, and the constitution of player agency within this reproduction process.