ABSTRACT

This edited volume presents an interdisciplinary collection of texts that examine the practice of gamification, the use of game design elements in non-game contexts, specifically as an organization and management research problem.

As we travel deeper into the twenty-first century, it is becoming increasingly clear the late modernity is re defining its take on games and play. Following what has been termed a general ludification or playification of society, corporations are beginning to see games and play as resources rather than as a wasteful practice. We are witnessing the emergence of the practice of gamificiation with the intention of mobilizing play’s motivational power for capitalist production. This book outlines both the essential "how tos" and also critically explores their links to diverse strands of organization theory such as institutionalism, business ethics, critical theory and organizational behavior. Gamification research has been mostly conducted within disciplines such as information studies, game studies and information systems science. This is a paradoxical state of affairs; whilst gamification aims at being a transformative intervention in work processes and practices and is being deployed as such by practitioners.

This book will be of value to researchers, academics and students interested in management and organization studies.

part 1|60 pages

Contextualizing Gamification

chapter 1|17 pages

Organizational Gamification

Roots, Readings, Directions

chapter 3|21 pages

Game Design Elements

Understanding the Bricks and Mortar of Gamification

part 2|105 pages

Researching Gamification in Organizations

chapter 4|27 pages

Redesigning Job Tasks and Work Itself Through Workplace Gamification

A Review, Research Agenda, and Recommendations for Practice

chapter 5|19 pages

Gamifying Communities of Practice

Blending the Modes of Human–Machine Identification

chapter 6|18 pages

The Gamification of Enterprise Cooperation

A Cross-Comparison of Case Studies

part 3|77 pages

Reflections on Gamification

chapter 9|8 pages

Playing

chapter 10|5 pages

The Game and Spaces Found and Lost

chapter 11|19 pages

The Logic of Play

Implications for Institutional Theory

chapter 12|29 pages

Anagenesis

A Framework for Gameful, Playful and Democratic Future Smart Cities

chapter 13|14 pages

Ludic Existence

Hermeneutical Philosophy and Gamification