ABSTRACT

Online Gaming and Playful Organization explores the cultural impact of gaming on organizations. While gaming is typically a form of entertainment, this book argues that gaming communities can function as a useful analogue for work organizations because both are comprised of diverse members who must communicate and collaborate to solve complex problems.

By examining the impact of gaming beyond its own context, this book argues that one can apply numerous lessons from the virtual world of online games to the “real” world of businesses, schools, and other professional communities. Most notably, it articulates the concept of playful organizations, defined as organizations in which the ability to play has become so institutionalized that it is spontaneous, creative, and enjoyable.

Based on original research, Online Gaming and Playful Organization establishes an interdisciplinary framework for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of online games and virtual worlds, and of the possible structural and cultural transformation of public and private organizations.

chapter 1|24 pages

Setting the Stage

The Emergence of Playful Organizations

chapter 2|29 pages

Unfolding the Concept and Its Potential

The Playful Organization Ideal-Type

chapter 3|26 pages

Previous Studies Re-Examined

Have Playful Organizations Already Emerged?

chapter 4|42 pages

An Online Gamer Speaks Out

Playful Organizations in EVE Online

chapter 5|24 pages

Let's Ask Our Panel

Dutch Online Gamers On Their Communities

chapter 6|34 pages

Building an Un-/comfortable Bridge

Dutch Online Gamers On Their Work Organizations

chapter 7|26 pages

Food for Thought

The Emergence of Playful Organizations Uncovered and Critiqued