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OverviewThis 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. Full Product DetailsAuthor: Mikko VesaPublisher: Taylor & Francis Ltd Imprint: Routledge Weight: 0.500kg ISBN: 9780367712372ISBN 10: 0367712377 Pages: 258 Publication Date: 29 August 2022 Audience: College/higher education , Tertiary & Higher Education Format: Paperback Publisher's Status: Active Availability: In Print This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us. Table of ContentsPart 1: Contextualizing Gamification. 1. Organizational Gamification: Roots, Readings, Directions Mikko Vesa. 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. 9. Playing Daniel Hjorth 10. The Game, and Places Found and Lost Janne Tienari 11. The logic of play: implications for institutional theory Alistair Mutch 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 StatlerReviewsAuthor InformationMikko Vesa is Associate Professor of Strategic Management at the Hanken School of Economics, Finland, Tab Content 6Author Website:Countries AvailableAll regions |