Expanding the magic circle - gamification as a marketplace icon
Bibliographic Data
| ID | 2166061 |
|---|---|
| Authors | Mikolaj Dymek (0000-0002-0699-3790, Södertörn University, corresponding author) |
| Year | 2018 |
| Volume | 21 |
| Issue | 6 |
| Pages | 590-602 |
| Publication date | 2018-11-02 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | Consumption Markets & Culture (JOURNAL) |
| Journal identifiers | ISSN: 1025-3866 • E-ISSN: 1477-223X |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/10253866.2017.1361153 |
| OpenAlex | W2747901989 |
| Language | EN |
| Citations received | 4 |
| References cited | 29 |
This article explores the gamification trend sweeping the globe promising increased engagement and motivation, in practically any industry, context and culture, based on a stratagem of “game design elements in non-game contexts,” which is its most quoted definition [Deterding, Sebastian, Miguel Sicart, Lennart Nacke, Kenton O'Hara, and Dan Dixon. 2011. “Gamification – Using Game-Design Elements in Non-Gaming Contexts.” Paper presented at the CHI EA “11 proceedings of the 2011 annual conference extended abstracts on Human Factors in Computing Systems, Vancouver, BC, May 7–12.]. The rise of gamification as marketplace icon is examined and particularly claims that position gamification as the manifestation of a wider societal transformation into playful societies – a “ludic turn.” Many of these grandiose statements are the result of ahistoricity and ambiguity regarding the definition of gamification. Based on game philosophy, game studies and gamification research this article posits gamification as an emergent perspective, as distinct conceptualisation, on the rule-driven organisation of sociotechnical management systems that reference “games.” Of particular importance is the role of rules. Examples such as Frequent Flyer Programmes and Foursquare are analysed according to the player/consumer positions they bestow, which are explored from participatory, co-creational, critical and game philosophical perspectives. Conclusively, a “gameful” perspective of rule-generated goal-oriented behaviour, or “playful” perspective of instinctive and limitless fun, shed two challenging perspectives on the interpretation of gamification in the marketplace
Ambiguity · Citizen journalism · Context (archaeology · Epistemology · Game studies · Globe · Icon · Interpretation (philosophy · Knowledge management · MAGIC (telescope · Media studies · Perspective (graphical · Sociology · Sociotechnical system · World Wide Web · Computer Science · Digital Games and Media · Educational Games and Gamification · Persona Design and Applications · Psychology
Gamification. using game-design elements in non-gaming contexts
A definition for gamification
Man, Play and Games
Cybertext, Perspectives on Ergodic Literature
The Social Thought of Émile Durkheim
“The play is the thing…”
Gambling and Consumption
Crisis of Command
Labor in Informational Capitalism and on the Internet
Audience labor in the new media environment
Intrinsic and Extrinsic Motivations
Mobility and Locative Media
Sousveillance
How Consumers Consume
Playful Identities, or the Ludification of Culture
Enacting novel agencements
The dynamics and trajectory of creative consumption practices as revealed by the postmodern game of geocaching
On the road to prosumption
Playing the consumption game
| Unique citing works | 4 |
|---|---|
| Citations per year | 0,67 |
| Citation span | 2020 - 2024 (5) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 4 |