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Rhétorique de l’engagement ludique dans des dispositifs de ludification

Bibliographic Data

ID6168213
AuthorsMaude Bonenfant (0000-0002-7680-6591), Thibault Philippette (0000-0001-5663-3956)
Year2018
Volume10
Issue10
Publication date2018-10-28
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueSciences du jeu (JOURNAL)
Journal identifiersISSN: 2269-2657 • E-ISSN: 2269-2657
PublisherOpenEdition (PUBLISHER)
DOI10.4000/sdj.1422
OpenAlexW2901595972
LanguageFR
Citations received6
References cited26

This article questions the links between engagement and different kinds of motivation to act, by problematizing the way in which gamification or ludification seeks to stimulate participation and the pursuit of an activity that is not a game. From a theoretical viewpoint, we consider the concept of gamification in the light of the notion of engagement to evaluate the way in which game markers, mechanics and strategies can play the role of motivators for action, and even encourage adherence to ideas. From a more practical viewpoint, we try to identify semiotic and discursive elements of gamified systems that work as procedural (doing) or processual (being) rhetoric. Indeed, gamification has the specificity of playing a double-dealing : it is at the same time the content of the discourse, as an argument to convince to act, and the very form of it, as a semiotic organization of those actions

Art · Digital Games and Media · Educational Games and Gamification · Mind wandering and attention · Psychology

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    David J Shernoff, Mihaly Csikszentmihalyi et al.•School Psychology Quarterly•2003

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    Simon Egenfeldt‐Nielsen, Simon Egenfeldt-Nielsen et al.•Understanding Video Games•2013

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    Open Access•Sebastien Deterding, Dan Dixon et al.•Sciences du jeu•2014

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    Johan Huizinga, Annette Wunschel•Homo Ludens•2022

Unique citing works6
Citations per year1
Citation span2020 - 2026 (7)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 6

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