SwePub
Sök i LIBRIS databas

  Utökad sökning

L773:1025 3866 OR L773:1477 223X
 

Sökning: L773:1025 3866 OR L773:1477 223X > Södertörns högskola > Expanding the magic...

Expanding the magic circle – gamification as a marketplace icon

Dymek, Mikolaj, 1978- (författare)
Södertörns högskola,Medieteknik
 (creator_code:org_t)
2017-08-18
2018
Engelska.
Ingår i: Consumption, markets & culture. - : Routledge. - 1025-3866 .- 1477-223X. ; :6, s. 590-602
  • Tidskriftsartikel (refereegranskat)
Abstract Ämnesord
Stäng  
  • This article explores the gamification trend sweeping the globe promising increased engagement and motivation, in practically any industry, context and culture, based on a stratagem of “game design elements in non-game contexts,” which is its most quoted definition [Deterding, Sebastian, Miguel Sicart, Lennart Nacke, Kenton O'Hara, and Dan Dixon. 2011. “Gamification – Using Game-Design Elements in Non-Gaming Contexts.” Paper presented at the CHI EA “11 proceedings of the 2011 annual conference extended abstracts on Human Factors in Computing Systems, Vancouver, BC, May 7–12.]. The rise of gamification as marketplace icon is examined and particularly claims that position gamification as the manifestation of a wider societal transformation into playful societies – a “ludic turn.” Many of these grandiose statements are the result of ahistoricity and ambiguity regarding the definition of gamification. Based on game philosophy, game studies and gamification research this article posits gamification as an emergent perspective, as distinct conceptualisation, on the rule-driven organisation of sociotechnical management systems that reference “games.” Of particular importance is the role of rules. Examples such as Frequent Flyer Programmes and Foursquare are analysed according to the player/consumer positions they bestow, which are explored from participatory, co-creational, critical and game philosophical perspectives. Conclusively, a “gameful” perspective of rule-generated goal-oriented behaviour, or “playful” perspective of instinctive and limitless fun, shed two challenging perspectives on the interpretation of gamification in the marketplace.

Ämnesord

NATURVETENSKAP  -- Data- och informationsvetenskap -- Medieteknik (hsv//swe)
NATURAL SCIENCES  -- Computer and Information Sciences -- Media and Communication Technology (hsv//eng)

Nyckelord

gameful
Gamification
gamified marketing
marketing games
marketplace icon
play
rule-based behaviour

Publikations- och innehållstyp

ref (ämneskategori)
art (ämneskategori)

Hitta via bibliotek

Till lärosätets databas

Hitta mer i SwePub

Av författaren/redakt...
Dymek, Mikolaj, ...
Om ämnet
NATURVETENSKAP
NATURVETENSKAP
och Data och informa ...
och Medieteknik
Artiklar i publikationen
Consumption, mar ...
Av lärosätet
Södertörns högskola

Sök utanför SwePub

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

 
pil uppåt Stäng

Kopiera och spara länken för att återkomma till aktuell vy