Gamification: Concepts, Consequences, and Critiques

Mikko Vesa, J. Tuomas Harviainen

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15 Citeringar (Scopus)

Sammanfattning

The domain of work is etched into our minds as a domain of the sombre, the orderly, the very coalface of dull modernity through which our societies prosper. Work also demarcates that which is of value; work itself; from that which is less so; e.g. play. But as the behemoth of global capitalism lurches forward into the 21st century we are witnessing a; be it new or simply renewed; interest in merging work and play. It is this development, labelled gamification, that this dialogue collection of essays explores offering conceptual and critical insights into the possibilities and problems of this attempted merging.
OriginalspråkEngelska
Referentgranskad vetenskaplig tidskriftJournal of Management Inquiry
Volym28
Utgåva2
Sidor (från-till)128-130
Antal sidor3
ISSN1056-4926
DOI
StatusPublicerad - 21.08.2018
MoE-publikationstypB1 Inlägg i en vetenskaplig tidskrift

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