scholarly journals Gamification: the magic circle of technology

2021 ◽  
Author(s):  
Lyuba Encheva

In recent years gamification has emerged as a design trend in customer relationship management, marketing, education and governance. It promotes the use of game design principles in the organization of every day environments, tasks and interactions. As an offspring of advanced communication technologies, gamification relies on the unhindered use of networked devices that transforms every experience into a user experience. Borrowing on the ubiquitous popularity of video games, the premise of gamification is the technologically enabled relationship between virtual causes and real-life effects, and its promise - a mutually beneficial coordination of corporate and personal interest. This dissertation outlines the socio-political implications of the concept of gamification through a critical examination of its content and intended meanings. The unpacking of gamification as an aspiration and a worldview reveals that as soon as we take for granted the equality of the sign and the signified, we also accept that life experiences do not exceed the signs we use to describe them. Therefore, to play life as a game, as gamifiers urge, is to live life by design. The definition I coin considers gamification from the perspective of political consequences, rather than practical application and mechanics. I work towards this definition by focusing on the rhetoric of gamification as an expressed intention that constructs motives and renegotiates beliefs. Hence, the theoretical model I apply draws on the work of two major theorists. American rhetorician and philosopher Kenneth Burke offers a theoretical apparatus for the study of the form and rhetorical devices of addressed messages. French semiotician and social theorist, Jean Baudrillard, informs the deconstruction of the claims gamification makes. The treatment of language as intention and action that is necessarily subjective and interested, offers a liminal stand-point from where the vision of a gamified world can be seen as an ideology which normalises itself by rhetorical means. Thus, I propose that the concept of gamification, whether applied in practice or not, is a political act. It constructs an ideology that seeks to reconcile the myth of the sacrosanct freedom of the Western individual with the constant imposition of corporate and government demands for compliance, accountability and efficiency.

2021 ◽  
Author(s):  
Lyuba Encheva

In recent years gamification has emerged as a design trend in customer relationship management, marketing, education and governance. It promotes the use of game design principles in the organization of every day environments, tasks and interactions. As an offspring of advanced communication technologies, gamification relies on the unhindered use of networked devices that transforms every experience into a user experience. Borrowing on the ubiquitous popularity of video games, the premise of gamification is the technologically enabled relationship between virtual causes and real-life effects, and its promise - a mutually beneficial coordination of corporate and personal interest. This dissertation outlines the socio-political implications of the concept of gamification through a critical examination of its content and intended meanings. The unpacking of gamification as an aspiration and a worldview reveals that as soon as we take for granted the equality of the sign and the signified, we also accept that life experiences do not exceed the signs we use to describe them. Therefore, to play life as a game, as gamifiers urge, is to live life by design. The definition I coin considers gamification from the perspective of political consequences, rather than practical application and mechanics. I work towards this definition by focusing on the rhetoric of gamification as an expressed intention that constructs motives and renegotiates beliefs. Hence, the theoretical model I apply draws on the work of two major theorists. American rhetorician and philosopher Kenneth Burke offers a theoretical apparatus for the study of the form and rhetorical devices of addressed messages. French semiotician and social theorist, Jean Baudrillard, informs the deconstruction of the claims gamification makes. The treatment of language as intention and action that is necessarily subjective and interested, offers a liminal stand-point from where the vision of a gamified world can be seen as an ideology which normalises itself by rhetorical means. Thus, I propose that the concept of gamification, whether applied in practice or not, is a political act. It constructs an ideology that seeks to reconcile the myth of the sacrosanct freedom of the Western individual with the constant imposition of corporate and government demands for compliance, accountability and efficiency.


Author(s):  
Elizabeth Evans

The gaming industry has seen dramatic change and expansion with the emergence of ‘casual’ games that promote shorter periods of gameplay. Free to download, but structured around micropayments, these games raise the complex relationship between game design and commercial strategies. Although offering a free gameplay experience in line with open access philosophies, these games also create systems that offer control over the temporal dynamics of that experience to monetize player attention and inattention. This article will examine three ‘freemium’ games, Snoopy Street Fair, The Simpsons’ Tapped Out and Dragonvale, to explore how they combine established branding strategies with gameplay methods that monetize player impatience. In examining these games, this article will ultimately indicate the need for game studies to interrogate the intersection between commercial motivations and game design and a broader need for media and cultural studies to consider the social, cultural, economic and political implications of impatience.


2018 ◽  
Vol 50 ◽  
pp. 01161
Author(s):  
Irina N. Raptanova ◽  
Maria .V. Shcherbakova ◽  
Anna S. Fomichenko ◽  
Olga V. Strizhkova ◽  
Elena A. Mokritskaya

The modernization of higher education is mandatory condition for the current stage of Russian society development and the ensuring of the Russian economy competitiveness. One of the priority issues of modernization is the strengthening of the significance of self-students studying. This is due primarily to the considerable reduction in the number of classroom sessions and the increase in hours provided for self-students studying. Self-studying becomes the basis for the professional development of a bachelor, encourage his cognitive interests, promotes the essential objectives of the training, that is, the formation of communicative and professional competences. The nature of the relationship between the teacher and the bachelor alters within the framework of competence-oriented education. The teacher, released from the mere transfer of knowledge, gets freedom in choosing forms of interaction or rather in choosing the methods used in such field of studying as “Foreign Language”. Classical teaching methods are replaced with new ones. The emergence of information and communication technologies led to their rapid introduction into the educational process. The organization of self-students studying through the use of information and communication technologies is of great interest to many educational specialists. The specific nature of information and communication technologies lies in the creation in the educational process of various kinds of relations and conditions of real life, requiring from bachelors not only the knowledge of work-related material, but also their familiarization with a given image, a holistic immersion in the professional environment. The use of simulation technology facilitates the formation of cognitive-search activity of bachelors, causes incentive for learning a foreign language.


2018 ◽  
Vol 3 (1) ◽  
pp. 40-45
Author(s):  
Fernandes Arung

research aimed to explain the defense of oral interactions in the presence of information and communication technologies such as WhatsApp (WA) as well as to explore some of the positive contributions of WA used in building the Real Life Communication especially in the learning environment. By applying the Exploratory design, this research involved 4 participants from various educational backgrounds as a purposively selected data source indicated as WA users at once. Data were collected through Focus Group Discussion, Interview, and Observation and analyzed by several stages i.e. data reduction, displaying data, categorizing, and verifying and concluding. The results showed that oral interactions can decrease both in the language community and learning environment as the dominant use of WA that is not wise. Nevertheless, the use of WA applications also had some positive contributions in building a real relationship. Finally, the assumption that the negative impact of using the WA application should be able to change the mindset and positive attitude of the scholars in initiating and defending an oral interaction in the learning environment.


Author(s):  
Yu. V. Sokolova ◽  
P. A. Kolchin

Due to advancing information and communication technologies webinars have become a means of continuing education which demands methodological support and standardization. The authors analyze the methods of labor rating, in particular, timing of technological and organizational processes. The factors of time input for webinar organization are defined: i. e. number of lecturers, including those remote ones, various formats and number of demonstrated materials (presentations, video, audio, texts, links), scenario multitasking (for example, polling, displaying related materials, linking, etc.), simultaneous broadcasting to another videohosting  (i.e YouTube). The list of technological processes for webinar organization is presented along with the findings of labor rating as exemplified by the NPLS&T’s experience. The calculations of real time consumed are obtained through the judgment-based method as well as through the continuous timing method. The authors conclude on the rate between real-life and typical timing of webinar organization and the proportion of this time within working hours in NPLS&T.


Author(s):  
Franz Neumann

This chapter examines the political implications of the latest attempt on Adolf Hitler's life in relation to German morale at the time of the report. It first considers some of the principles for the evaluation of German morale: for example, the ruling group in Nazi Germany was made up of four segments: Nazi Party hierarchy, Armed Forces leadership, industrial and financial leaders, and high civil servants. In addition, in the course of World War II, the political power of the industrial leadership and of the civil servants had diminished to such a degree that they could assert themselves only by attempting to influence either Party or Army. The chapter proceeds by linking the timing of the attempt on Hitler's life to the impending transfer of the Home Army to Heinrich Himmler. It also analyzes the political character of the group behind the conspiracy to kill Hitler before concluding with a discussion of the political consequences of the failed assassination attempt.


Data Mining ◽  
2013 ◽  
pp. 515-529
Author(s):  
Edward Hung

There has been a large amount of research work done on mining on relational databases that store data in exact values. However, in many real-life applications such as those commonly used in service industry, the raw data are usually uncertain when they are collected or produced. Sources of uncertain data include readings from sensors (such as RFID tagged in products in retail stores), classification results (e.g., identities of products or customers) of image processing using statistical classifiers, results from predictive programs used for stock market or targeted marketing as well as predictive churn model in customer relationship management. However, since traditional databases only store exact values, uncertain data are usually transformed into exact data by, for example, taking the mean value (for quantitative attributes) or by taking the value with the highest frequency or possibility. The shortcomings are obvious: (1) by approximating the uncertain source data values, the results from the mining tasks will also be approximate and may be wrong; (2) useful probabilistic information may be omitted from the results. Research on probabilistic databases began in 1980s. While there has been a great deal of work on supporting uncertainty in databases, there is increasing work on mining on such uncertain data. By classifying uncertain data into different categories, a framework is proposed to develop different probabilistic data mining techniques that can be applied directly on uncertain data in order to produce results that preserve the accuracy. In this chapter, we introduce the framework with a scheme to categorize uncertain data with different properties. We also propose a variety of definitions and approaches for different mining tasks on uncertain data with different properties. The advances in data mining application in this aspect are expected to improve the quality of services provided in various service industries.


Author(s):  
Guaracy Silveira

Guided by the principles of digital game design, the author proposes a reformulation of the pedagogical objectives and focuses of the pedagogical graduate courses, especially in relation to internship and training stages, in a problem-solving model based on digital games intending to shift the formation of future teachers from an abstract model to a real-life-based problem, thus proposing guidelines for an interdisciplinary project. The chapter summaries this proposal enlisting the necessary structural changes needed to achieve this goal to guide those wishing to adjust their pedagogical projects in a way to insert the digital games as educational devices in their courses without having to remodel the entire existing course. An introduction to the problem is made, its theorical background presented, followed by a contextualization of the Brazilian educational area with the proposition delineated and a conclusion.


2019 ◽  
Vol 21 (3) ◽  
pp. 237-257 ◽  
Author(s):  
Erika Darics ◽  
Maria Cristina Gatti

Digital communication technologies led to a revolution in how people interact at work: relying on computer-mediated communication technologies is now a must, rather than an alternative. This empirical study investigates how colleagues in a virtual team use synchronous online communication platform in the workplace. Inspired by the conceptualisation of web-based communication platforms as tool, place or context of social construction, we explore the discursive strategies that contribute to the construction of the team’s shared sense of purpose and identity, a collegial atmosphere and consequently lead to effective collaboration. The close analyses of real-life data from a multinational workplace provide insights into the everyday communication practices of virtual team members. Our findings supplement organisational literature based on etic observations of the effectiveness of virtual work and provide a basis for further theorisations about how communication technologies affect the ecology of and discourse practices in computer-mediated communication at work.


2020 ◽  
Vol 12 (1) ◽  
pp. 113-132
Author(s):  
Neeraj Kumar Dubey ◽  
Preeti Sharma ◽  
Purnima Sangle

Purpose This paper aims to study the role of the emerging technology landscape and collaborative platforms in customer relationship management (CRM) unravelling novel opportunities for mutual co-creation in Indian banking context. Design/methodology/approach This study used the case-study method for collecting various sources for “triangulation”. Findings The advancement of technology has drastically increased avenues of dialogue and access and brought transparency in the relationship, offering opportunities for co-creation and increased dependence on technology in CRM. A longitudinal approach explained how bank leveraged technology in multiple aspects of CRM for enhancing relationship quality and outcome. Research limitations/implications The study is exploratory in nature in Indian banking context, and thus it should be viewed as a preliminary step in contributing to the understanding of CRM in a new collaborative technology landscape. Practical implications This study explains the changing shape of CRM and provides relevance of customer orientation and offers insight about co-creation which has taken centre stage because of the emergence of collaborative technologies. Originality/value This study is possibly one of the first to conduct a case study to understand the way collaborative technological advancements are being exploited by organisations to develop superior CRM capability and achieve co-creation. This study analysed and comprehended the design and implementation of CRM in an Indian bank in real-life settings to gain a better understanding of the adoption of new collaborative technological advancements by a bank for customer centricity and facilitating co-creation.


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