2022
DOI: 10.1007/s11528-022-00776-z
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The Corporate (Magic) Circle: Fun Work or Controlled Play?

Abstract: Entertainment games have traditionally been articulated as leisure. However, they have also been used in the work context, in the form of serious games or gamification. In this qualitative research, we aimed to investigate the purpose of games used in the work context. To accomplish this, we conducted six semi-structured interviews and analyzed the discourses of the heads of the companies that produce serious games or gamification projects for work environments. Based on these statements, we assessed the views… Show more

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Cited by 1 publication
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“…The magic circle, of course, does not necessarily refer to a literal or physical place; it may also refer to an interior space, a 'play-mentality' (Gadamer, 2004) or 'lusory attitude' (Suits, 2014) that draws participants into engaging with the task at hand in a new, more enjoyable way. Gamification seeks to establish a magic circle within business by turning otherwise mundane forms of work into joyful play (see Coelho & Abreu, 2023;Marczewski, 2014;Peters, 2022), which may be competitive or collaborative or solo in nature.…”
Section: The Ethics Of Workplace Gamificationmentioning
confidence: 99%
“…The magic circle, of course, does not necessarily refer to a literal or physical place; it may also refer to an interior space, a 'play-mentality' (Gadamer, 2004) or 'lusory attitude' (Suits, 2014) that draws participants into engaging with the task at hand in a new, more enjoyable way. Gamification seeks to establish a magic circle within business by turning otherwise mundane forms of work into joyful play (see Coelho & Abreu, 2023;Marczewski, 2014;Peters, 2022), which may be competitive or collaborative or solo in nature.…”
Section: The Ethics Of Workplace Gamificationmentioning
confidence: 99%