首页    期刊浏览 2025年02月22日 星期六
登录注册

文章基本信息

  • 标题:More than Just a Tool: A New Approach to Understanding Gamification
  • 其他标题:More than Just a Tool: A New Approach to Understanding Gamification
  • 本地全文:下载
  • 作者:A.S. Vetushinskiy ; Lomonosov Moscow State University, Russia
  • 期刊名称:Социология власти
  • 印刷版ISSN:2074-0492
  • 电子版ISSN:2413-144X
  • 出版年度:2020
  • 卷号:32
  • 期号:3
  • 页码:14-31
  • DOI:10.22394/2074-0492-2020-3-14-31
  • 出版社:Russian Presidential Academy of National Economy and Public Administration. RANEPA
  • 摘要:The article proposes a new approach to understanding gamification. Its feature lies in taking into account the criticism expressed against gamifi­cation to date. The article examines in detail the history of gamification, it is shown that at its first stage (before 2015) approaches oriented towards extrinsic motivation prevailed, while at the second stage (after 2015) ap­proaches oriented towards intrinsic motivation began to prevail. Ignoring this point just leads to the fact that the criticism expressed in the early 2010s (its main idea was that gamification is a new form of exploitation and manipulation) seems relevant today, although in fact it is no longer so. But it’s not just about rethinking criticism, it’s also about taking a fresh look at gamification itself, which has continued (since 2011) to be defined as «the use of game design elements in non-game contexts”. And this is even despite the fact that such a definition no longer corresponds to the current situation. First, it is confusing by mixing gamification with seri­ous games. Second, it is confusing by limiting gamification to non-game contexts. Third, it is silent about why gamification is used. Fourth, it does not explain exactly which elements are being implemented. Alternatively, we propose our own definition: gamification is a methodology for using metagame elements and mechanics to correct human behavior by creating a favorable emotional background.
  • 其他摘要:The article proposes a new approach to understanding gamification. Its feature lies in taking into account the criticism expressed against gamification to date. The article examines in detail the history of gamification, it is shown that at its first stage (before 2015) approaches oriented towards extrinsic motivation prevailed, while at the second stage (after 2015) approaches oriented towards intrinsic motivation began to prevail. Ignoring this point just leads to the fact that the criticism expressed in the early 2010s (its main idea was that gamification is a new form of exploitation and manipulation) seems relevant today, although in fact it is no longer so. But it’s not just about rethinking criticism, it’s also about taking a fresh look at gamification itself, which has continued (since 2011) to be defined as «the use of game design elements in non-game contexts”. And this is even despite the fact that such a definition no longer corresponds to the current situation. First, it is confusing by mixing gamification with serious games. Second, it is confusing by limiting gamification to non-game contexts. Third, it is silent about why gamification is used. Fourth, it does not explain exactly which elements are being implemented. Alternatively, we propose our own definition: gamification is a methodology for using metagame elements and mechanics to correct human behavior by creating a favorable emotional background.
  • 关键词:gamification;game design;video games;computer games;game thinking;game;metagame;game studies
国家哲学社会科学文献中心版权所有