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@ -72,6 +72,14 @@
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class="orange"
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target="_blank"
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></a>
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<br>
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Purchase →
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<a
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href="https://page-not-found.nl"
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target="_blank"
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>Page Not Found</a
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>
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<!--put the logo of PNF instead the word Page not Found-->
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</div>
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<!-- <img src="img/boxes.jpg" /> -->
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@ -108,25 +116,11 @@
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<li>Can gaming make a better world?</li>
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</ul>
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<!--
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<h2>About</h2>
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<p>
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Video games features are making us more, not less, productive. Life and work are
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gamified through social media, dating apps, and fitness apps designed to increase
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motivation and productivity. Gamification blurs the lines between play, leisure and
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labour, to release our collective dopamine for profit.
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</p>
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<p>
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Games in themselves often perform a reproductive role, presenting capitalism as a
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system of natural laws, exemplified by in-game predatory monetisation schemes. On
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the other hand, games provide necessary down time and relaxation, helping people
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function in a largely dysfunctional economy and society. Yet leisure remains a
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contested space which is still unequally distributed, between genders, ethnicities
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and abilities.
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</p> -->
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<h2>Fage Not Pound</h2>
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<h2>Launch Event</h2>
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<!--<h2>Fage Not Pound</h2> -->
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<p>
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Fage not Pound was a temporary bar where visitors were invited to actively reflect
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@ -136,14 +130,20 @@
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<p>
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Fage not Pound opened on the 25th of March 2022 from 18:00 to 21:00 but its
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existence lasted much longer in AccAcc (FNP's local time unit). Fage not Pound was
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imagined to host the official launch of This Box Found You For A Reason (Special
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Issue #17) a publication by XPUB.
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existence lasted much longer in AccAcc (FNP's local time unit).
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</p>
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<a
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href="https://pzwiki.wdka.nl/mediadesign/Fage_Not_Pound"
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target="_blank"
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style="background: var(--light-color); text-transform: lowercase"
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>
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→ Read more about Fage not Pound </a>
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<h2>Colophon</h2>
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<p>
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The special Issue 17 "This lootbox found you for a reason" explores how features of
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The special Issue #17 "This lootbox found you for a reason" explores how features of
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(video)games are making us more, not less, productive. Life and work are ‘gamified’
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through social media, dating apps, and fitness apps designed to increase motivation
|
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and productivity. Gamification blurs the lines between play, leisure and labour, to
|
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|