“You just earned 10 points!”
Gaming and grinding in academia
Bibliographic Data
| ID | 20500720 |
|---|---|
| Authors | Nick Butler (0000-0002-7279-663X, Stockholm University, corresponding author), Sverre Spoelstra (0000-0002-2965-1937, Copenhagen Business School) |
| Year | 2024 |
| Volume | 31 |
| Issue | 4 |
| Pages | 720-730 |
| Publication date | 2024-05-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Organization (JOURNAL) |
| Journal identifiers | ISSN: 1350-5084 • E-ISSN: 1461-7323 |
| Publisher | SAGE Publications (PUBLISHER • US) |
| DOI | 10.1177/13505084221145589 |
| OpenAlex | W4313640413 |
| Language | EN |
| Citations received | 4 |
| References cited | 20 |
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
| Unique citing works | 4 |
|---|---|
| Citations per year | 1,33 |
| Citation span | 2023 - 2026 (4) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 4 |