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Seven Points to Reappropriate Gamification

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Abstract

Games have always been everywhere. This is increasingly so because of the expanding pervasiveness of games in contemporary culture, shift to post-industrial era and the general awakening to the importance of human motivation, creativity and empowerment in the context of today’s human pursuits. This sudden but explosively expanding trend of gamification of our reality has suffered from growing pains, which has led to polarized, ideological and opportunistic discussions, narrative and debate about what gamification is, how it should be defined, how it should be applied (if at all), where it should be applied as well as about its overall ethical and societal premise and scope. In this chapter, we attempt to make sense of some of the prevailing foci of this discussion during the early growing pains of the development of gamification. We feel that this sense-making effort is crucial for a mature, constructive and healthy development of increasing pervasiveness of gamification, which commands an increasing meaning and importance in our daily lives. Therefore, in this chapter we wish to reclaim the discussion and help redirect it to its constructive rails and to save it from the dangers of Luddism toward ludism.

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Chapter
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"Like Dewey, he has revolted against the empiricist dogma and the Kantian dualisms which have compartmentalized philosophical thought. . . . Unlike Dewey, he has provided detailed incisive argumentation, and has shown just where the dogmas and dualisms break down." --Richard Rorty, The Yale Review
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The demand for minority representation in video games often focuses on proving that members of marginalized groups are gamers. In turn, it is asserted that the gaming industry should focus on appealing to these players via targeted content. Being targeted as a gamer, however, does not a gamer make. Identity as a gamer intersects with other identities like gender, race, and sexuality. Negative connotations about gaming lead people to not identify as gamers, and even to not play video games. This article concludes, based on interview data, that those invested in diversity in video games must focus their attention on the construction of the medium, and not the construction of the audience as such. This shift in academic attention is necessary to develop arguments for representation in games that do not rely on marking groups as specific kinds of gaming markets via identifiers like gender, race, and sexuality.
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In an effort to create a positive experience at work, managers have deployed a wide range of initiatives and practices designed to improve the affective experience for workers. One such practice is gamification, introducing elements from games into the work environment with the purpose of improving employees’ affective experiences. Games have long been played at work, but they have emerged spontaneously from the employees themselves. Here, we examine whether managerially-imposed games provide the desired benefits for affect and performance predicted by prior studies on games at work or whether they are a form of “mandatory fun.” We highlight the role of consent (Burawoy, 1979) as a psychological response to mandatory fun, which moderates these relationships and, in a field experiment, find that games, when consented to, increase positive affect at work, but, when consent is lacking, decrease positive affect. In a follow up laboratory experiment, we also find that legitimation and a sense of individual agency are important sources of consent.
Article
This article argues that a mythology of Luddism was evident in the disturbances of 1812. Luddism was not a coherent campaign. It did not have clear aims or a united organization. It was, rather, a shared narrative which sustained the participants and their supporters for over two years. The mythology focused on the fiction of 'General Ludd' and his armies. This was a psychological response to the militarization of the population during the Napoleonic Wars. The creation of a mythology was reflective of provincial consciousness, uniting the north of England against their national enemies in government as well as their local enemies in the factories. Luddism was a movement of pro-action rather than reaction. This article expands upon "Writings of the Luddites," Binfield's anthology of Luddite texts. It also adopts recent arguments in sociology concerning the role of narrative in social protest.
Article
The purpose of this study is to evaluate several of the most commonly used American introductory textbooks in the field of recreation and leisure studies with respect to their historical treatment of colonial recreation and the Puritans in the United States. Most of these texts contain numerous errors with respect to both recreation legislation and recreation practice, effectively perpetuating an ahistorical image of the dour Puritan. The dour Puritan, it is suggested, functions as a “myth"—i.e., an essentialized narrative that castigates the story's characters in order to serve the storyteller's present purposes. The Puritans thus function as a proxy for those who continue to advocate instrumental or oppositional recreation ethics, and as a foil to those authors advocating a more expressivist ethic. Finally, I suggest that this reductivist myth is not only a disservice to our historical understanding of the past, but also to the complexities and nuances of recreation ethics more generally.
Chapter
The meaning of the term automation is reviewed through its definition and related definitions, historical evolution, technological progress, benefits and risks, and domains and levels of applications. Asurvey of 331 people around the world adds insights to the current meaning of automation to people, with regard to: What is your definition of automation? Where did you encounter automation first in your life? and What is the most important contribution of automation to society? The survey respondents include 12 main aspects of the definition in their responses; 62 main types of first automation encounter; and 37 types of impacts, mostly benefits but also two benefit–risks combinations: replacing humans, and humansʼ inability to complete tasks by themselves. The most exciting contribution of automation found in the survey was to encourage/inspire creative work; inspire newer solutions. Minor variations were found in different regions of the world. Responses about the first automation encounter are somewhat related to the age of the respondent, e.g., pneumatic versus digital control, and to urban versus farming childhood environment. The chapter concludes with several emerging trends in bioinspired automation, collaborative control and automation, and risks to anticipate and eliminate.
Article
First, a number of previous theories of intrinsic motivation are reviewed. Then, several studies of highly motivating computer games are described. These studies focus on what makes the games fun, not on what makes them educational. Finally, with this background, a rudimentary theory of intrinsically motivating instruction is developed, based on three categories: challenge, fantasy, and curiosity.Challenge is hypothesized to depend on goals with uncertain outcomes. Several ways of making outcomes uncertain are discussed, including variable difficulty level, multiple level goals, hidden information, and randomness. Fantasy is claimed to have both cognitive and emotional advantages in designing instructional environments. A distinction is made between extrinsic fantasies that depend only weakly on the skill used in a game, and intrinsic fantasies that are intimately related to the use of the skill. Curiosity is separated into sensory and cognitive components, and it is suggested that cognitive curiosity can be aroused by making learners believe their knowledge structures are incomplete, inconsistent, or unparsimonious.
Article
One of the main aims of game studies is to investigate to what extent and in what ways computer games are currently transforming the understanding of and the actual construction of personal and cultural identities. Computer games and other digital technologies such as mobile phones and the Internet seem to stimulate playful goals and to facilitate the construction of playful identities. This transformation advances the ludification of today's culture in the spirit of Johan Huizinga's homo ludens.
Article
Sustained growth in both incomes and life spans are the hallmarks of modern development. Fluctuations around trend in the former, or business cycles, have been a traditional focus in macroeconomics, while similar cyclical patterns in mortality are also interesting and are now increasingly studied. In this paper, I assess the welfare implications of cyclical fluctuations in mortality using a new utility-theoretic model of preferences over uncertain length of life. Echoing the classic result of Lucas (1987) regarding business cycles, my findings suggest that short-term fluctuations in mortality are not very costly. While consumption fluctuations are relatively large, cyclical fluctuations in mortality are tiny compared to the much larger static uncertainty in length of life that derives from naturally rising mortality rates through age. Secular improvements in life expectancy and gains against static health inequalities appear to be much more important than cyclical mortality.
Apocalypse postponed
  • U Eco
Eco, U. (1994). Apocalypse postponed. Bloomington: Indiana University Press.
Play for life. Play theory and play as emotional survival
  • T Henricks
Henricks, T. (2017). Foreword. In B. Sutton-Smith (Ed.), Play for life. Play theory and play as emotional survival. American Journal of Play special issue, The Strong.
Disney hotel workers try to stay ahead of the ‘electronic whip
  • S Lopez
Lopez, S. (2010, October 19). Disney hotel workers try to stay ahead of the 'electronic whip'. LA Times.