The Gamification of Society. Группа авторов. Читать онлайн. Newlib. NEWLIB.NET

Автор: Группа авторов
Издательство: John Wiley & Sons Limited
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Жанр произведения: Социология
Год издания: 0
isbn: 9781119821533
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must be designed, but a cartoon or a simulation (rather than a video game, if it is not about playing but about living a fiction or practicing). Neither cartoons nor simulation are games, but the game can use animated images and simulations. These are elements of game or game design. There are two implications when talking about games: we are aiming at play that requires a medium (and we do not deal with play without a medium), but the medium is there to make play possible (if not inevitable); we use the device to reach play, which can lead to focus on the object and its material characteristics, forgetting what is actually done with it. This sometimes gives the feeling that one is making games without really taking into account what they are playing for.

      The paradox is that gamification is in fact a degamification: it is a question of using a game (a video game at the origin of the concept), of taking elements and characteristics to implant them in an activity whose aims do not refer to leisure or entertainment games. If there is indeed deconstruction, it is the deconstruction that gamification operates in regard to the game, broken down into elements that are considered to have a play value in themselves, independently of the set to which they belong. It is therefore very clear that it is a question of degamifying a game. It is to undo the game, to escape from the game and to somehow transform a game into something other than a game (not even into a serious game that falls under another logic, that of producing a game). It is therefore paradoxical that a degamification process is called gamification; that we make people believe that we are transforming work or any other aspect of society into a game when we are using elements for an activity that asserts itself as something other than play and that we think would allow the attractiveness that we find in it. If it is not a matter of getting people to play, but rather engaging in an activity (e.g. shopping) and motivating them to do so, elements that would be supposed to capture costumers (such as points or badges) may suffice. We find here the origin of the concept related to marketing (whose purpose is to attract and capture customers), which may refer to the intention to motivate for objectives other than purely commercial ones, for example educational.

      To understand the error of this vision, we must come to the essential characteristics of the game. According to Reynold, quoted by Bruner:

      The playfulness of an act does not pertain to what is done but to the way it is done (4-6) … Play possesses no instrumental activity of its own. It derives its behaviour patterns from other affective-behavioural systems. (12) In play, behaviour, while functioning normally, is uncoupled (and buffered) from its normal consequences … Therein lies both the flexibility of play and its frivolity. (7) (Reynolds 1972; quoted by Bruner 1975, p. 11)

      What the game does is to make these characteristics possible, which can be considered, following Goffman (1974), as a transformation (a modalization, he writes, favoring a musical metaphor) of the frame of ordinary experience for a new frame that constitutes play, with reference to this primary activity, but without all its consequences. A game is a device that makes it possible to produce a playful experience without always succeeding in doing so. As for the elements of the game, they are both elements taken from the primary frame (and the points belong to this frame) and elements that allow the playful framing, such as the fictional elements that set up the “pretend”.

      Gamifying is therefore neither producing a game (we are only limiting ourselves to elements and these elements do not constitute the game), nor necessarily producing a play experience that depends on the use that will be made of the device, on the meaning that will be given to it. Under these conditions, the gamified device may very well produce play, whether or not it is faithful to the expectations of its designer, but only the empirical analysis of games can show this. It is possible that the presence of elements that one has the habit of finding in the game is sufficient for some to produce a playful frame.

      Gamification could only be a trick, a way to make people believe – “bullshit” according to Bogost (2015). It