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“You just earned 10 points!”

Gaming and grinding in academia

Bibliographic Data

ID20500720
AuthorsNick Butler (0000-0002-7279-663X, Stockholm University, corresponding author), Sverre Spoelstra (0000-0002-2965-1937, Copenhagen Business School)
Year2024
Volume31
Issue4
Pages720-730
Publication date2024-05-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueOrganization (JOURNAL)
Journal identifiersISSN: 1350-5084 • E-ISSN: 1461-7323
PublisherSAGE Publications (PUBLISHER • US)
DOI10.1177/13505084221145589
OpenAlexW4313640413
LanguageEN
Citations received4
References cited20

This short paper explores the gamification of an online academic conference. At the conference, digital gamification was meant to stimulate increased levels of participation among attendees. Instead, it resulted in a series of unintended consequences. Precisely because it was all too easy to score points and ascend the virtual leaderboard by means of machine-like grinding, the “Conference Challenge” posed a moral dilemma for its players: each participant had to determine for themselves where the border lay between playing the game and gaming the system. We use this case to raise questions about the ethics of game-playing in an academic context. In particular, we suggest that the Conference Challenge is a distorted reflection of what’s already happening in the broader “publication game” in the university

Art · Dilemma · Epistemology · Happening · Media studies · Political science · Public relations · Sociology · Computer Science · Digital Games and Media · Educational Games and Gamification · Virtual Reality Applications and Impacts

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Unique citing works4
Citations per year1,33
Citation span2023 - 2026 (4)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 4

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Open DOIOpen Access
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