Conference Paper

Playbour and the gamification of work. Liminal spaces of empowerment and exploitation.

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Abstract

In recent years, the trend of incorporating playful thinking and game elements within working processes has gained popularity among organizations and businesses. The rhetoric behind this phenomenon is anchored in newfound sources of worker empowerment, self-realization for employees and turning labour into a fun and enjoyable experience. This paper aims to critically analyze the practical and theoretical outcomes of gamifying labour by contextualizing such celebratory claims vis à vis technological opaque assemblages grounded in exploitation, surveillance and control. While the appropriation of play for working and commercial purposes is nothing new, the rise of networked technologies used to automatically track, quantify and analyze worker behavior bring to the fore concerns about increasingly blurring of work and play, and the way in which productivity, motivation and labour politics are understood. But the instrumentatlization of play and games disrupts their “proper place” in society, generating liminal spaces that pack logics of empowerment and exploitation at the same time. By using several practical cases, this paper exemplifies the balance between the utilitarian and hedonic logics of gamification and the contradictory tensions between the empowering and exploitative motives behind its use.

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... Previously, scholars have suggested that organizational play occurs in liminality because rules, norms, and designated social conventions that typically exist within the work domain are temporarily superseded, with play occupying the space between the real and imaginary (Ibarra & Petriglieri, 2010;Mainemelis & Ronson, 2006). Similarly, gamification at work can create an intermediate space whereby employees feel they are simultaneously between both work and play (Ferrer Conill, 2017) because they are experiencing a game-like reality while completing their assigned job responsibilities. Arguably, recreation and exercise can also be categorized as liminoid experiences (Turner, 1974)-transitional moments in time creating a break from the normal experience but that retain some separation between domains. ...
... Thus, the voluntary nature of employee participation may in part determine how employees respond to highly structured activities (Fleming, 2005;Fleming & Sturdy, 2009;McGillivray, 2005). For example, employees could potentially see highly structured activities where there is limited volition to participate as a means of managerial monitoring or even discipline (Ferrer Conill, 2017;Russell, 2013;Walker, 2011). Indeed, Mollick and Rothbard (2014) discovered that gamification, as a highly structured leisure activity, depletes resources when consent is not present, but enhances positive affect when employees consent to it. ...
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Since the industrial revolution, work and leisure have largely been considered opposing domains. A growing number of organizations, however, enable and/or promote blending leisure activities into the workplace. Similarly, several conceptualizations across different disciplines examine how work and leisure can coexist. These different conceptualizations have yielded a rich but fragmented theoretical account of work–leisure blending. To address this problem, we provide a comprehensive theoretical integration of multiple literature streams where research has explored work–leisure blending. Further, we develop a tripartite dimensional framework designed to elucidate the central dimensions of work–leisure blending (i.e., segmentation–integration, unstructured–structured, and independent–interactive) undergirding this phenomenon. Using this framework as a theoretical foundation, we then discuss important contextual considerations and future research directions related to work–leisure blending.
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