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“…According to a growing tradition of academic literature, possible solutions to these concerns could be drawn from the analysis of digital gaming worlds (Rapp, 2018b;Rapp, 2020a). This assumption grounds on the fact that video games are often designed to mirror already existing social structures, such as work ecosystems (Lukacs et al, 2009): from games, researchers may gather insights and best practices p-ISSN: 2184-2205 e-ISSN: 2184-3414 ISBN: 978-989-53614-1-0 © 2022 that can be transposed to systems which entail non-virtual interaction among the individual, as well as to "serious" virtual environments that entail working practices. Evidence of this "paradigm" shift can be found in the diffusion of gamification practices in work organizations, which have tried to address this novel situation by embedding so-called "gamification" techniques (Deterding et al, 2011) within the work processes (Smith & Kilty, 2014) to train and motivate employees, or even developing ad-hoc video games aimed at engaging employees (Stanculescu et al, 2016).…”
Section: Introductionmentioning
confidence: 99%
“…According to a growing tradition of academic literature, possible solutions to these concerns could be drawn from the analysis of digital gaming worlds (Rapp, 2018b;Rapp, 2020a). This assumption grounds on the fact that video games are often designed to mirror already existing social structures, such as work ecosystems (Lukacs et al, 2009): from games, researchers may gather insights and best practices p-ISSN: 2184-2205 e-ISSN: 2184-3414 ISBN: 978-989-53614-1-0 © 2022 that can be transposed to systems which entail non-virtual interaction among the individual, as well as to "serious" virtual environments that entail working practices. Evidence of this "paradigm" shift can be found in the diffusion of gamification practices in work organizations, which have tried to address this novel situation by embedding so-called "gamification" techniques (Deterding et al, 2011) within the work processes (Smith & Kilty, 2014) to train and motivate employees, or even developing ad-hoc video games aimed at engaging employees (Stanculescu et al, 2016).…”
Section: Introductionmentioning
confidence: 99%