Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Expanding the magic circle - gamification as a marketplace icon

Bibliographic Data

ID2166061
AuthorsMikolaj Dymek (0000-0002-0699-3790, Södertörn University, corresponding author)
Year2018
Volume21
Issue6
Pages590-602
Publication date2018-11-02
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenueConsumption Markets & Culture (JOURNAL)
Journal identifiersISSN: 1025-3866 • E-ISSN: 1477-223X
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/10253866.2017.1361153
OpenAlexW2747901989
LanguageEN
Citations received4
References cited29

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

  • A framework for gamification in the metaverse era

    Open Access•Nibu John Thomas, Rupashree Baral et al.•Technological Forecasting and…•2023

  • Digital iatrogenesis and workplace marginalization

    Jo Ann Oravec•Information Communication & Society•2020

  • Magic Marketing dalam Etika Bisnis Global

    Open Access•Mansur Mansur, Septi Gumiandari et al.•Ulumuna Jurnal Studi Keislaman•2024

  • Self-quantification and the datapreneurial consumer identity

    Beth Leavenworth Dufault, John W Schouten•Consumption Markets & Culture•2020

  • Gamification. using game-design elements in non-gaming contexts

    Open Access•Sebastian Deterding, Miguel Sicart et al.•CHI '11 Extended Abstracts on…•2011

  • A definition for gamification

    Open Access•Kai Huotari, Juho Hamari•Electronic Markets•2017

  • Man, Play and Games

    Roger Caillois•Man, Play and Games•1961

  • Cybertext, Perspectives on Ergodic Literature

    Judy Malloy, Espen J Aarseth•Leonardo Music Journal•1998

  • The Social Thought of Émile Durkheim

    A Riley•The Social Thought of Émile…•2014

  • “The play is the thing…”

    A Fuat Fırat, A Fuat Firat et al.•Consumption Markets & Culture•1997

  • Gambling and Consumption

    Open Access•Emma Casey•Journal of Consumer Culture•2003

  • Crisis of Command

    Open Access•Brett Caraway•Communication Theory•2015

  • Labor in Informational Capitalism and on the Internet

    Catherine Fuchs, Christian Fuchs•The Information Society•2010

  • Audience labor in the new media environment

    Open Access•Brett Caraway•Media Culture & Society•2011

  • Intrinsic and Extrinsic Motivations

    Open Access•Richard M Ryan, Edward L Deci•Contemporary Educational Psychology•2000

  • Mobility and Locative Media

    Open Access•E Silva, Fernanda Duarte et al.•Mobility and Locative Media•2014

  • Sousveillance

    Open Access•Mann, Stephen M Mann et al.•Surveillance & Society•2002

  • How Consumers Consume

    Douglas B Holt•Journal of Consumer Research•1995

  • Playful Identities, or the Ludification of Culture

    Open Access•Joost Raessens•Games and Culture•2006

  • Enacting novel agencements

    Luis Araujo, Hans Kjellberg•Consumption Markets & Culture•2016

  • The dynamics and trajectory of creative consumption practices as revealed by the postmodern game of geocaching

    Christèle Boulaire, Bernard Cova•Consumption Markets & Culture•2013

  • On the road to prosumption

    Bernard Cova, Véronique Cova•Consumption Markets & Culture•2012

  • Playing the consumption game

    Ben Fine•Consumption Markets & Culture•1997

Unique citing works4
Citations per year0,67
Citation span2020 - 2024 (5)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 4

Tools

Open DOISci-Hub
Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae