Gamification: Concepts, Consequences, and Critiques

Author:

Vesa Mikko1,Harviainen J. Tuomas2

Affiliation:

1. Hanken School of Economics, Helsinki, Finland

2. University of Tampere, Finland

Abstract

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.

Publisher

SAGE Publications

Subject

Management of Technology and Innovation,Strategy and Management,General Business, Management and Accounting

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