2016
DOI: 10.1080/13528165.2016.1192880
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Lude et labora. Notes on gamification at work

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Cited by 7 publications
(6 citation statements)
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“…A game or gamified activity needs all three features to engage a player intrinsically. Each element also enables a distinct perspective of gamified activities (Idone Cassone, 2016). Through the trigger lens, games are engagement models: disrupting the monotony of daily routine, the individual acts in a regulated and exhibited way inside the game.…”
Section: Literature Reviewmentioning
confidence: 99%
See 1 more Smart Citation
“…A game or gamified activity needs all three features to engage a player intrinsically. Each element also enables a distinct perspective of gamified activities (Idone Cassone, 2016). Through the trigger lens, games are engagement models: disrupting the monotony of daily routine, the individual acts in a regulated and exhibited way inside the game.…”
Section: Literature Reviewmentioning
confidence: 99%
“…As gamers participate, they accumulate experience and share it with others, including the creators of the gamified activity. Active involvement with the gamification system allows participants of all organizational levels to address their own needs, collaborating to acquire and generate feedback through a fair medium (Idone Cassone, 2016; Zhihao and Zhonggen, 2022; Palmquist, 2023). Herein lies the potential of this role: participants can give feedback to creators, enabling a stream of improvements that will increase the gamified initiative's diffusion and popularity in the workplace.…”
Section: Another Meaning Another Contextmentioning
confidence: 99%
“…Playbour refers to the hybrid relationship between play and work. Researchers talk about digitalized playbour (Kücklich 2005) and gamification (Cassone 2016) in studies spanning several fields. There is no coherent definition of these concepts, and approaches to the implications of the merger of work and play activities differ (see, e.g., Deterding et al 2011; Kücklich 2005; Morschheuser et al 2017).…”
Section: Theory and Previous Researchmentioning
confidence: 99%
“…Identification with the champion in itself constitutes mimicry related to that of the reader with the hero of the novel and that of the moviegoer with the film star. (Caillois, 1961/2001, p. 22)When applied to daily activities, gamification produces a kind of dramatization of gamified performance (Idone Cassone, 2016). Any form of institutionalized agon produces a show that provokes mimicry in viewers.…”
Section: Speculations: Mimicking Gamersmentioning
confidence: 99%