This edited volume presents an interdisciplinary collection of texts
that examine the practice of gamification, the use of game design
elements in non-game contexts, specifically as an organization and
management research problem.
As we travel deeper into the twenty-first century, it is becoming
increasingly clear the late modernity is re defining its take on games
and play. Following what has been termed a general ludification or
playification of society, corporations are beginning to see games and
play as resources rather than as a wasteful practice. We are witnessing
the emergence of the practice of gamificiation with the intention of
mobilizing play's motivational power for capitalist production. This
book outlines both the essential "how tos" and also critically explores
their links to diverse strands of organization theory such as
institutionalism, business ethics, critical theory and organizational
behavior. Gamification research has been mostly conducted within
disciplines such as information studies, game studies and information
systems science. This is a paradoxical state of affairs; whilst
gamification aims at being a transformative intervention in work
processes and practices and is being deployed as such by practitioners.
This book will be of value to researchers, academics and students
interested in management and organization studies.