sh.sePublikasjoner
Endre søk
RefereraExporteraLink to record
Permanent link

Direct link
Referera
Referensformat
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • harvard-anglia-ruskin-university
  • apa-old-doi-prefix.csl
  • Annet format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annet språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf
Expanding the magic circle – gamification as a marketplace icon
Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.ORCID-id: 0000-0002-0699-3790
2018 (engelsk)Inngår i: Consumption, markets & culture, ISSN 1025-3866, E-ISSN 1477-223X, nr 6, s. 590-602Artikkel i tidsskrift (Fagfellevurdert) Published
Abstract [en]

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.

sted, utgiver, år, opplag, sider
2018. nr 6, s. 590-602
Emneord [en]
gameful, Gamification, gamified marketing, marketing games, marketplace icon, play, rule-based behaviour
HSV kategori
Identifikatorer
URN: urn:nbn:se:sh:diva-33318DOI: 10.1080/10253866.2017.1361153ISI: 000447177700006Scopus ID: 2-s2.0-85027836089OAI: oai:DiVA.org:sh-33318DiVA, id: diva2:1138283
Tilgjengelig fra: 2017-09-04 Laget: 2017-09-04 Sist oppdatert: 2018-11-01bibliografisk kontrollert

Open Access i DiVA

Fulltekst mangler i DiVA

Andre lenker

Forlagets fulltekstScopus

Personposter BETA

Dymek, Mikolaj

Søk i DiVA

Av forfatter/redaktør
Dymek, Mikolaj
Av organisasjonen
I samme tidsskrift
Consumption, markets & culture

Søk utenfor DiVA

GoogleGoogle Scholar

doi
urn-nbn

Altmetric

doi
urn-nbn
Totalt: 199 treff
RefereraExporteraLink to record
Permanent link

Direct link
Referera
Referensformat
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • harvard-anglia-ruskin-university
  • apa-old-doi-prefix.csl
  • Annet format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annet språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf