Paradoxes of gamification - Archive ouverte HAL Accéder directement au contenu
Chapitre D'ouvrage Année : 2021

Paradoxes of gamification

(1)
1

Résumé

Writing about gamification is a paradox which is not only related to the term but also to considering that such a term can be used as if it was a concept; the uses of the term are in no way stabilized. The paradox is that gamification is a degamification: it is a question of using a game, of taking elements and characteristics to implant them in an activity whose aims do not refer to leisure or entertainment games. The problem of gamification is to believe that play is in all the game elements and to limit the question to that of devices without taking into account the experiences produced. Serious games and gamified activity would then be neither a primary nor a secondary playful frame, but a new, tertiary frame, by modalizing the playful frame. There is no gamification but a hybridization based on the implementation of elements from games, especially video games
Fichier non déposé

Dates et versions

hal-03548523 , version 1 (30-01-2022)

Identifiants

  • HAL Id : hal-03548523 , version 1

Citer

Gilles Brougère. Paradoxes of gamification. Stéphane Le Lay; Emmanuelle Savignac; Pierre Lénel; Jean Francès. The Gamification of Society, ISTE, pp.1-18, 2021. ⟨hal-03548523⟩
19 Consultations
0 Téléchargements

Partager

Gmail Facebook Twitter LinkedIn More