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The Gamification of Work - Uses of Games in Workplaces.

Despite the traditional opposition between play and work, games and their structure are increasingly used in workplaces. This phenomenon of using game elements or mechanisms in other contexts than games is named "gamification". In workplaces, the gamification is supposed to abolish the sep...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Savignac, Emmanuelle
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Newark : John Wiley & Sons, Incorporated, 2017.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • Cover; Title Page; Copyright; Contents; Introduction: Journey to the Heart of the Gamification of Work; I.1. Ludification and managerial practices in the "fun work environment"; Gamification, ludification and ludicization; I.2. A socioeconomic context favorable to the emergence of gamification; A question of generation?; I.3. Managerial uses of games in organizations; 1. Prelude: Fun, Play, Game, Ludus ... A Survey of Game Theories; 1.1. Animal play, human play; 1.2. Theories of human play; 1.2.1. Precursors; 1.2.2. Differentiation between game structure and ludic attitude.
  • 1.3. Play as potential and intermediate space1.3.1. Winnicott and play as "potential space"; 1.3.2. Bateson and the question of "frame"; 1.3.3. Goffman's analysis of frame; 1.4. The concept of play today; 1.4.1. The current syntheses of a definition of play; 1.4.2. Brougère's characteristics of play; 1.4.3. The link with learning; 2. Games in Business; 2.1. Relations between games and work: an apparent incongruity; 2.1.1. A variety of ways to address the relations between games and work in the social and human sciences; 2.2. The game in business: returning to a typology; 2.2.1. Challenges.
  • 2.2.2. Simulation games2.2.3. "Real-life scenarios" or "role-playing games" during training; 2.2.4. "Reversal days" or "Try my job"; 2.2.5. Business theater; 2.2.6. Serious games; 2.2.7. Traditional games (board games, cards, Kapla and Lego blocks, murder party, etc.) introduced in work contexts; 2.3. On the field of games in business: simulation and role-playing games; 2.3.1. The games analyzed; 2.4. & s it a game?; 3. Performativity of the Game: Games and the Structuring of Experience; 3.1. From the reality of work to the fictionality of games.
  • 3.1.1. The ambiguity of games: from the "not for real" to the untruth3.1.2. From double assertion to mediation; 3.1.3. The liminality of the game; 3.1.4. "Belief forged within immersion"; 3.2. A role to play; 3.2.1. Role understood as status; 3.2.2. Deframing/reframing: role as technique; 3.3. Asymmetrical reversals: what happens to social relations in the game?; 3.3.1. Terms of reversal; 3.3.2. Limits of reversal; 3.3.3. Taking another's place up to what point?; 3.3.4. Changing place, changing view?; 3.3.5. Carnival and order.
  • 3.4. The game as an operating structure and the performativity of the game3.4.1. An experience without consequences?; 3.4.2. Training for reflexivity, flexibility and exploration; 3.4.3. Performance linked to self-realization; 3.4.4. The power to speak granted by the fictional frame; 3.4.5. Promoting learning; 3.4.6. The naturalization of rules and norms; Conclusion: From the Territory to the Map; Bibliography; Articles/Chapters from books; Filmography; Index; Other titles from iSTE in Innovation, Entrepreneurship and Management; EULA.