The Gamification of Society. Группа авторов

The Gamification of Society - Группа авторов


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       Research, Innovative Theory and Methods in Social Sciences and Humanities Set

      coordinated by

      Albert Piette and Emmanuelle Savignac

      Volume 2

      The Gamification of Society

      Edited by

      Stéphane Le Lay

      Emmanuelle Savignac

      Pierre Lénel

      Jean Frances

      First published 2021 in Great Britain and the United States by ISTE Ltd and John Wiley & Sons, Inc.

      Apart from any fair dealing for the purposes of research or private study, or criticism or review, as permitted under the Copyright, Designs and Patents Act 1988, this publication may only be reproduced, stored or transmitted, in any form or by any means, with the prior permission in writing of the publishers, or in the case of reprographic reproduction in accordance with the terms and licenses issued by the CLA. Enquiries concerning reproduction outside these terms should be sent to the publishers at the undermentioned address:

      ISTE Ltd

      27-37 St George’s Road

      London SW19 4EU

      UK

       www.iste.co.uk

      John Wiley & Sons, Inc.

      111 River Street

      Hoboken, NJ 07030

      USA

       www.wiley.com

      © ISTE Ltd 2021

      The rights of Stéphane Le Lay, Emmanuelle Savignac, Pierre Lénel and Jean Frances to be identified as the authors of this work have been asserted by them in accordance with the Copyright, Designs and Patents Act 1988.

      Library of Congress Control Number: 2020950513

      British Library Cataloguing-in-Publication Data

      A CIP record for this book is available from the British Library

      ISBN 978-1-78630-645-6

      Introduction: Gamified Capitalism

      The most widely shared definition of gamification presents this process as the transposition of game elements into non-game contexts (Deterding et al. 2011). This definition, derived from “gameful studies”, is based on two streams of research: game theories produced by the humanities and social sciences (HSS) on the one hand, and applied design research on the other. The latter is mainly fueled by video games and establishes the structure of games as operational in terms of involvement, progress and creativity.

      The positive attributes spontaneously lent to play (pleasure, social connection, relaxation, emulation, etc.) present it as a clever solution to make many of our not very playful activities more engaging. Driven by design, the challenge here is “broke reality” (McGonigal 2011), that is, to use play as a prism or mediation that, whatever the activity considered, would be capable of “making people feel the quality” of it, and would be able “to prevent suffering, and to create real, widespread happiness” (McGonigal 2011). Gamefully designed, this activity can be transferred to the game field which then extends far beyond its primary spheres of relaxation and leisure. That is how we become homo ludens (to twist Huizinga’s (1951) terminology somewhat), in the literal sense of a kind of homo who occurs or exists through play, even when he works, votes, eats, walks, etc. (McGonigal 2011).

      We are not, however, faced here with an extensive definition of play that exhausts its outlines. Playing games, here, is closer with the idea of the underlying structure of games than with the creativity of play. It coincides with the distinction that was made by Caillois (2001) between paidia and ludus, and it induces concrete effects on gamified actions and objects. As Deterding et al. point out:

      Whereas paidia (or “playing”) denotes a more freeform, expressive, improvisational, even “tumultuous” recombination of behaviors and meanings, ludus (or “gaming”) captures playing structured by rules and competitive strife toward goals. (2014, p. 6)


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