The Gamification of Society. Группа авторов

The Gamification of Society - Группа авторов


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law and gambling addiction (Chapter 6, Aymeric Brody). Both of these texts analyze involvement and its levers, as well as the resistance or, to a lesser extent, the accommodations that individuals put up against it.

      While the controlled use of the notion of gamification makes it necessary not to mobilize it on all sides, its capacity to shed new light on a wide spectrum of social spaces and phenomena, subject to intense sociotechnical reconfigurations, is no longer in doubt. This book aims to demonstrate this.

      1 1 We will refer here to the previous work of various authors and contributors to this book in the context of the analysis of the “work of gamification” (Savignac et al. 2017).

      2 2 The neoliberal individual is above all a biologizing “machine”. The subjective dimension – the body affected and worked by sexuality – is not taken into account in its depth, because this would mean having to develop a theory of the body, a theory of social relations and a theory of work that is too complex to model in mathematical form, and to reduce it to the sole “informational” aspect.

      Introduction written by Stéphane LE LAY, Emmanuelle SAVIGNAC, Jean FRANCES and Pierre LÉNEL.

PART 1 Theoretical Discussion and Empirical Examination of “Gamification”

      Paradoxes of Gamification

      We may wonder about its rapid revival by the academic world. Is it a fear of missing out on the en vogue concept? The academic world has been criticized for its reaction time in the face of new phenomena, as was the case with video games, and one wonders if this is not going too fast now. Admittedly, this revival can be critical and, in accordance with ambient fashions, it is often a matter of deconstructing the notion of gamification; the problem is that this deconstruction took place even before the concept was constructed. Perhaps this is a beautiful metaphor for our (post)modernity, where one would have all the less stability of thought, the more destruction would precede construction.

      Gamification is not, for me, a concept but a phenomenon, a practice (partly linguistic) to be studied and not to be deconstructed because the uses of the notion are very varied and there is nothing truly constructed that can be deconstructed. And one quickly arrives at a set of paradoxes that I will try to highlight before proposing alternatives for thinking about this question.

      Let us begin with the definition often taken from Deterding et al. (2011): “Gamification is the use of game design elements in non-game contexts”. This seems to be the most frequently cited definition, as Seaborn and Fels (2015) attest in their meta-analysis of academic articles on gamification. I will try to draw the complex and paradoxical consequences for thinking about gamification using this definition before asking whether it captures all the uses of the term gamification today.

      This is all the more true since the definition of gamification (Deterding et al. 2011) refers to game design, i.e. design with a view to the use that is related to playing. Designing a game is indeed aiming for a playful


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