The Gamification of Society. Группа авторов

The Gamification of Society - Группа авторов


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of the aspects of structure, rules, goals and competition/conflict, as well as the centrality of objectification, as opposed to a more “subjective” play:

      The game is distinguished from play as the external of the internal, the objective of the subjective, the structure of the idea, the consequence of the principle, the thing of the act, the object of the mental attitude …. (Triclot 2011, p. 12, author’s translation)

      Moreover, following Belin (2001) or Brougère (2005, 2012; and in the present work), we will underline the permeability of the two aspects in the sense that:

      This matter of the game refers, more broadly, to the organization of the game space, which itself corresponds to the setting up of the framework of the experience [potential space]. (Belin 2001, p. 104, author’s translation)

      We can therefore understand this game/play semantic distinction as an intentional marker of the centrality or priority given to aspects of, on the one hand, structure for the game and, on the other hand, “playful attitude” with regard to play, to use Henriot’s terminology (1989).

      With their model of the individual as a bearer of individual “skills”, the proponents of neoliberalism have turned labor force into “capital-competence” to be exploited and made to bear fruit in the course of his socio-professional trajectory. This is supposed to comply with constantly updated arbitrations in the domestic, educational and professional spheres in the aim of determining the best possible use of “scarce resources”, whether innate or acquired. The classic figure of the “free individual” and its subjectivity succeeds that of the “entrepreneur of the self” (Foucault 2008, pp. 231–232), ready to confront other “entrepreneurial individuals” on the market.

      It seems then necessary to question precisely what is said about the gamified technical media that aim to measure in real-time physical constants during the effort, progress during learning, comparative scores of improvement of one’s performance in any field. Do they boil down to the simple technological translation of monitoring health or learning that is compatible with the necessities inherent in social relationships (at work, in leisure, etc.)? Or do they work, by encapsulating them in gamified forms, to the production of relational and behavioral norms acting in the definition of what physical, cognitive and social capital should be? And what about scoring and self-tracking tools that are supposed to “capture” the intensity and quality of an individual’s insertion into a professional or friendly network? Do they constitute the digital shaping of less visible, but nevertheless active, old practices in terms of social and symbolic capital? Can it be said that these different ways of counting, accumulating and appearing in the eyes of others are related to the transformation of subjectivities that some authors currently perceive? In this, it would be possible to return to the question of self-management, relative to an individual who has become a “project” (Boltanski and Chiapello 1999; Pharabod et al. 2013). Tools and practices thus lead us to question what “values” are attached to these quantifications and measurements: economic value, performance, involvement, etc.

      As we can see, the discussions are rich in potentialities, and a single book will not be enough to survey even superficially the research avenues that have been sketched out. However, the contributions gathered here, due in particular to their disciplinary diversity (sociology, anthropology, political science, education sciences, etc.), are intended to demonstrate the relevance of a controlled use of the notion of gamification. To this end, the approach can be divided into several lines of thought, making up the four parts of this book.

      The first will deal with socialization through play, with two contributions: the importance and long-standing construction of the legitimacy of play, from a historical perspective, particularly in the educational practices of children, but also those dedicated to the elite (Chapter 3, Elisabeth Belmas); the study of a gamified system of toilet training by young children and the questions that this raises with regard to what is learning, how the body is considered and a certain vision of childhood and parenthood (Chapter 4, Victoria Chantseva).

      The second axis not only discusses the developments in the use of gamified devices, but also in the field of gambling and what they produce in regard to individuals. Both bodies and subjectivities are invested in by gamification mechanisms that borrow various sociotechnical devices such as applications and connected objects (Chapter 5, Éric Dagiral). We are talking here about the “gamification” of self-quantification processes (data, objectives, attention, etc.) and about the production of involvement of the users of these programs. A second contribution investigates the influence of gambling in the social space. It questions the effects


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