Organizational Gamification Theories and Practices of Ludified Work in Late Modernity
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: Contextualizing Gamification
1. Organizational Gamification: Roots, Readings, Directions.
2. Central Theories of Games and Play.
J.Tuomas Harviainen and Jaakko Stenros
3. Game Design Elements: Understanding the Bricks and Mortar of Gamification
Harald Warmelink, Jan Van Elderen and Igor Mayer
Part 2: Researching Gamification in Organizations
4. Redesigning Job Tasks and Work Itself through Workplace Gamification: A Review, Research Agenda, and Recommendations for Practice
Richard.N.Landers and Sebastian Marin
5. Gamifying communities of practice: blending the modes of human-machine identification
Agnessa Spanellis and Igor Pyrko
6. The gamification of enterprise cooperation: a cross-comparison of case studies
Marc Riar, Juho Hamari and Rüdiger Zarnekow
7. Gamified interaction and viral events on social media
Mikaela Krohn, Janne Tienari and Mikko Vesa
8. Using Anthropological Methods to Study Play in Work Settings
Anca Metiu and Jinia Mukerjee
Part 03: Reflections on Gamification
10. The Game, and Places Found and Lost
11. The logic of play: implications for institutional theory
12. Anagenesis: A framework for gameful, playful and democratic future smart cities
Mattia Thibault, Oguz Buruk, Lobna Hassan and Juho Hamari
13. Ludic Existence: Hermeneutical Philisophy and Gamification
Perttu Salovaara and Matt Statler