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The Gamification of Work – The Use of Games in the Workplace

The Use of Games in the Workplace

Gebonden Engels 2017 9781786301239
Verwachte levertijd ongeveer 9 werkdagen

Samenvatting

Despite the traditional opposition between play and work, games and their structure are increasingly used in workplaces. This phenomenon of using game elements or mechanisms in other contexts than games is named gamification . In workplaces, the gamification is supposed to abolish the separation between work and leisure or between constraint and pleasure. This book reviews a century of game theories in the social sciences and analyzes the uses of games in workplaces. We critically question the explicit functions (learning, experimentation ) which are supposed to be conveyed by games. Finally, we show that game, understood as a structure, could have efficient social functions in the workplace.

Specificaties

ISBN13:9781786301239
Taal:Engels
Bindwijze:gebonden
Aantal pagina's:208

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Inhoudsopgave

<p>Introduction&nbsp; ix</p>
<p>Chapter 1. Prelude: Fun, Play, Game, Ludus... A Survey of Game Theories 1</p>
<p>1.1. Animal play, human play 2</p>
<p>1.2. Theories of human play&nbsp; 6</p>
<p>1.2.1. Precursors 6</p>
<p>1.2.2. Differentiation between game structure and ludic attitude 14</p>
<p>1.3. Play as potential and intermediate space&nbsp; 16</p>
<p>1.3.1. Winnicott and play as potential space 16</p>
<p>1.3.2. Bateson and the question of frame 19</p>
<p>1.3.3. Goffman s analysis of frame&nbsp; 21</p>
<p>1.4. The concept of play today&nbsp; 27</p>
<p>1.4.1. The current syntheses of a definition of play 27</p>
<p>1.4.2. Broug&egrave;re s characteristics of play 28</p>
<p>1.4.3. The link with learning&nbsp; 33</p>
<p>Chapter 2. Games in Business 35</p>
<p>2.1. Relations between games and work: an apparent incongruity&nbsp; 35</p>
<p>2.1.1. A variety of ways to address the relations between games and work in the social and human sciences&nbsp; 39</p>
<p>2.2. The game in business: returning to a typology&nbsp; 43</p>
<p>2.2.1. Challenges 45</p>
<p>2.2.2. Simulation games 49</p>
<p>2.2.3. Real–life scenarios or role–playing games during training 50</p>
<p>2.2.4. Reversal days or Try my job &nbsp; 53</p>
<p>2.2.5. Business theater&nbsp; 55</p>
<p>2.2.6. Serious games 56</p>
<p>2.2.7. Traditional games (board games, cards, Kapla and Lego blocks, murder party, etc.) introduced in work contexts 62</p>
<p>2.3. On the field of games in business: simulation and role–playing games&nbsp; 65</p>
<p>2.3.1. The games analyzed 66</p>
<p>2.4. Is it a game? 88</p>
<p>Chapter 3. Performativity of the Game: Games and the Structuring of Experience 97</p>
<p>3.1. From the reality of work to the fictionality of games&nbsp; 97</p>
<p>3.1.1. The ambiguity of games: from the not for real to the untruth 100</p>
<p>3.1.2. From double assertion to mediation&nbsp; 103</p>
<p>3.1.3. The liminality of the game 105</p>
<p>3.1.4. Belief forged within immersion 106</p>
<p>3.2. A role to play&nbsp; 109</p>
<p>3.2.1. Role understood as status&nbsp; 110</p>
<p>3.2.2. Deframing/reframing: role as technique 112</p>
<p>3.3. Asymmetrical reversals: what happens to social relations in the game?&nbsp; 118</p>
<p>3.3.1. Terms of reversal 119</p>
<p>3.3.2. Limits of reversal 120</p>
<p>3.3.3. Taking another s place up to what point? 122</p>
<p>3.3.4. Changing place, changing view?&nbsp; 124</p>
<p>3.3.5. Carnival and order&nbsp; 126</p>
<p>3.4. The game as an operating structure and the performativity of the game&nbsp; 129</p>
<p>3.4.1. An experience without consequences?&nbsp; 133</p>
<p>3.4.2. Training for reflexivity, flexibility and exploration&nbsp; 135</p>
<p>3.4.3. Performance linked to self–realization 137</p>
<p>3.4.4. The power to speak granted by the fictional frame&nbsp; 140</p>
<p>3.4.5. Promoting learning&nbsp; 142</p>
<p>3.4.6. The naturalization of rules and norms 145</p>
<p>Conclusion 151</p>
<p>Bibliography&nbsp; 155</p>
<p>Index 171</p>

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        The Gamification of Work – The Use of Games in the Workplace