Publication | Open Access
Gamification: Concepts, Consequences, and Critiques
50
Citations
15
References
2018
Year
EngineeringEducationCultural StudiesCommodificationLanguage StudiesEducational GameGame DesignDull ModernityGamificationMotivationUser ExperienceAttempted MergingGlobalizationCulturePerformance StudiesDesign ThinkingHuman-computer InteractionSocial InnovationArtsDialogue CollectionModernity
The domain of work is etched into our minds as a domain of the sombre, the orderly, the very coalface of dull modernity through which our societies prosper. Work also demarcates that which is of value; work itself; from that which is less so; e.g. play. But as the behemoth of global capitalism lurches forward into the 21st century we are witnessing a; be it new or simply renewed; interest in merging work and play. It is this development, labelled gamification, that this dialogue collection of essays explores offering conceptual and critical insights into the possibilities and problems of this attempted merging.
| Year | Citations | |
|---|---|---|
Page 1
Page 1