TY - CHAP
T1 - Doing Sustainability Begins with Being Sustainable
T2 - Five Learning Principles for Inclusive Gamification
AU - Vesa, Mikko
AU - Tanhua, Inkeri
AU - Hassan, Lobna
PY - 2025
Y1 - 2025
N2 - In this chapter we examine the practice of gamification, which uses principles of play, game and game design to induce desired behavioral outcomes. Like many CCI practices, Gamification can be used to deal with sustainability challenges. But this is complicated by gamification’s positioning as an interventionist, means-ends design practice to generate e.g., motivation, learning, innovation, or efficiency. This leaves gamification underprepared to deal with questions of diversity, marginalization, and inclusion; topics driven by e.g., gender, racism, disability, or geographical exposure. There is a need to examine how gamification can through better governance cater to the needs of these stakeholders. Drawing on feminist and critical management research, we propose that sustainability in gamification can be improved by learning five key governance principles of inclusion: diversity of gamification teams, inclusive communication, creation of safer spaces, accessibility, and questioning the norms and goals of gamification. Our key argument is, that in order for gamification to facilitate sustainable behaviour, gamification itself must first be set up sustainably.
AB - In this chapter we examine the practice of gamification, which uses principles of play, game and game design to induce desired behavioral outcomes. Like many CCI practices, Gamification can be used to deal with sustainability challenges. But this is complicated by gamification’s positioning as an interventionist, means-ends design practice to generate e.g., motivation, learning, innovation, or efficiency. This leaves gamification underprepared to deal with questions of diversity, marginalization, and inclusion; topics driven by e.g., gender, racism, disability, or geographical exposure. There is a need to examine how gamification can through better governance cater to the needs of these stakeholders. Drawing on feminist and critical management research, we propose that sustainability in gamification can be improved by learning five key governance principles of inclusion: diversity of gamification teams, inclusive communication, creation of safer spaces, accessibility, and questioning the norms and goals of gamification. Our key argument is, that in order for gamification to facilitate sustainable behaviour, gamification itself must first be set up sustainably.
KW - 512 Business and Management
UR - https://www.degruyterbrill.com/document/doi/10.1515/9783111351209/html?lang=en&srsltid=AfmBOop-NFi6R8ieTWwilzfJ4gmlAtU6ZUggsW2wq6RkqNpNfPlJ8vOb
U2 - 10.1515/9783111351209-018
DO - 10.1515/9783111351209-018
M3 - Chapter
SN - 9783111349299
T3 - De Gruyter Handbooks in Business, Economics and Finance
SP - 243
EP - 256
BT - De Gruyter Handbook of Creative Industries
A2 - Dubois, Louis-Etienne
A2 - Szostak, Berangere
A2 - Simon, Laurent
PB - De Gruyter
CY - Boston
ER -