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Is it a Crime? The Non-Definition of Gamification

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  • Hochschule für Polizei und öffentliche Verwaltung Nordrhein-Westfalen
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Abstract

Under Review for Springer SN / ICCS2020 Conference: Gamification is regularly defined as the use of game elements in non-gaming contexts (Deterding et al., 2011). However, discussions in the context of the pedagogical value of gamification suggest controversies on various levels. While on the one hand the potential is seen in the design of joyful learning environments (Hung, 2017), critics point out the pedagogical dangers (Buck, 2017) or the problems related to optimizing working life (Woodcock & Johnson, 2018). It becomes apparent that the assumptions guiding action on the subject matter of gamification in educational contexts differ, which leads to different derivations for pedagogical practice-but also allows for different perspectives on initially controversial positions. Being aware of these assumptions is the claim of a reflexive pedagogy. With regard to the pedagogical use of gamifying elements and their empirical investigation, there are three main anchor points to consider from a reflexive stance: (a) the high context specificity of the teaching undertaken and (b) the (non-)visibility of the design elements and (c) the (non-)acceptance of the gamified elements by the students. We start by providing a (2) discussion of the definitional discourse on what is understood as gamification leading to our argument for a non-definition of gamification. We describe the (3) potential of this non-definition gamification and (4) exemplify its use in a gamified concept of teaching police recruits professional reflexivity. The concept features the narrative of a potential crime that has been undertaken and that students decide for themselves if they want to engage with it.

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Millions play Farmville, Scrabble, and countless other games, generating billions in sales each year. The careful and skillful construction of these games is built on decades of research into human motivation and psychology: A well-designed game goes right to the motivational heart of the human psyche. In For the Win, Kevin Werbach and Dan Hunter argue persuasively that game-makers need not be the only ones benefiting from game design. Werbach and Hunter, lawyers and World of Warcraft players, created the world's first course on gamification at the Wharton School. In their book, they reveal how game thinking--addressing problems like a game designer--can motivate employees and customers and create engaging experiences that can transform your business. For the Win reveals how a wide range of companies are successfully using game thinking. It also offers an explanation of when gamifying makes the most sense and a 6-step framework for using games for marketing, productivity enhancement, innovation, employee motivation, customer engagement, and more.
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Alternate Reality Games (ARGs) are a kind of narrative game that use the real world as a platform to allow players and characters to interact via multimedia forms, enabling participants to alter a game’s progression. Boundaries between what is real and what is fictional are disguised, as characters, controlled by game designers react to player input. Working collaboratively as digital detectives, players collate a fragmented narrative by deciphering codes and clues. Research found that the deliberate blurring of many defining game features creates a complex product. Moreover, the number of ARG implosions (failures) is high. An empirical study, involving content analysis, examined players’ views on Unforum, the primary ARG discussion board. This analysis extracted evaluation criteria for judging ARGs, a selection of which are outlined in this article. These criteria should help game creators, or puppetmasters (PMs) create and manage a quality ARG, thus producing greater numbers of successful games.
Article
What could a sport coach or sport teacher within physical education learn from digital game design and the way digital games capture, sustain, and maintain children's attention? Would the physical education learning experience be different if physical educators designed and enacted sport teaching by attempting to accommodate the learning needs and preferences of the wrap around technology generation by giving deliberate attention to the design principles employed in digital game design? This article emerged from those two questions to highlight how, as games governed by rules of play, sport and digital game play have much in common and, therefore, sport teachers in physical education may enhance student engagement by incorporating learning principles used in digital game design.
Article
Work is one important source of an individual's social identity, and workplace interaction is a crucial means of instantiating that identity. As one component of workplace discourse, humour can provide insights into the distinctive culture which develops in different workplaces. Using a community of practice framework, this paper explores the potential of humour analysis for identifying characteristics of workplace sub-cultures which develop within different organisations. In particular, patterns of variation in the frequency, type and style of humour used in meetings in four different organisations is examined. The dataset is taken from the larger corpus of the Victoria University of Wellington Language in the Workplace Project.
Book
Can the workplace be redesigned to include avatars, three-dimensional environments, and a host of virtual rewards that form newly transparent reputations for you and your team? This grounded and thought-provoking book by Byron Reeves and Leighton Read argues that it is not only possible, it is inevitable. Massive multiplayer online games (MMOs) are a new cultural phenomenon at the intersection of electronic entertainment and social networking. Borrowing the key design principles from these games can address a host of classic challenges in the workplace including collaboration, innovation, leadership, and of course, boredom. No longer the sole domain of adolescent boys, today’s best complex social games capture countless of hours of attention from men and women across the age spectrum who are carrying out activities in these entertainment titles that look surprisingly like the same tasks being performed by enterprise information-workers. There is a lot to be learned from the context that makes this behavior engaging, for example: positioning tasks within compelling stories that matter to the player, providing the tools for internal marketplaces where economic behavior replaces command and control, and affordances that help solve the problem of “what do I get when we win” Reeves and Read show how to choose and implement the right elements for your business. Of course, the psychological power of game design can have both positive and negative consequences for the workplace. That’s why it’s important to put them into practice correctly from the beginning–and Reeves and Read explain how by showing which good design principles are powerful antidotes to the addictive and stress-inducing potential of games. Supported by specific case studies and years of research, Total Engagement completely changes the way you view both work and play.
Article
Purpose This paper aims to investigate how generational differences moderate the relationship between workplace fun and individual workplace outcomes. Design/methodology/approach The authors review and integrate the literatures on workplace fun and generational theory and empirically test the interaction effects of generation membership and workplace fun with job satisfaction, task performance, and OCB using a sample of 701 workers. Findings The findings suggest that not only do members of different generational cohorts respond differently to workplace fun, but cohort membership moderates the relationship between workplace fun and some individual workplace outcomes. Research limitations/implications Snowball sampling and cross‐sectional data limit the generalisability of the study's findings. Practical implications The authors provide managerial implications for promoting workplace fun. Originality/value The paper contributes to the workplace fun conversation by addressing the overlooked question of “fun for whom?”.