"Lude et labora. Notes on gamification at work"
by Idone Cassone, Vincenzo (2016)
Abstract
Although the relationship between play and work goes back to the origin of civilization, the recent development of gamification shows the extent to which hybridization processes are occurring today between these two elements, which were earlier considered antithetical. The use of elements of game design in the workplace not only implies the search for greater engagement and fun, but it aims to restructure the daily activities through a framework that is supposed to be engaging, fair and efficient. Under the pressure for theatricalization, labour is shaped as a performance. The so-called ?playbour? (Kücklich 2005) highlights deep cultural changes, and shows how both work and play are being transformed in contemporary Western societies.This paper will first introduce the cultural context of the recent changes in the relationship between the spheres of labour and game. Second, it will discuss the rise of game design as a universal framework for interpreting human activities. Subsequently, it will analyse the consequences of this development, describing how the game design values of engagement, fairness and effectiveness are being applied, and what outcomes and changes they bring forth. Finally, some remarks will be drawn on the current state of gamification and the ludification of culture.
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Gamification of WorkLinks to Reference
- https://doi.org/10.1080/13528165.2016.1192880
- http://dx.doi.org/10.1080/13528165.2016.1192880
- https://www.tandfonline.com/doi/abs/10.1080/13528165.2016.1192880?casa_token=FXqiPYXjrmcAAAAA:piDR2v9kntnDbauQI4Xt94KQQ0h9fTAKOfweY7JmAIUIoMXD25JC7y40obZmsBB1qRMPRsGkw0IC_Q
- https://www.tandfonline.com/doi/pdf/10.1080/13528165.2016.1192880?casa_token=Cbmt4oKKudoAAAAA:jgS7sVWTsGjo5G5251yjDJ3nHOgaXxUAo3ee5Ah8K2A6yC8tfcOB0Gt-3IbHJPlDk_KbQr1IQVj8Pw
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