Gamification and multigamification in the workplace: Expanding the ludic dimensions of work and challenging the work/play dichotomy

Gamification approaches in the workplace are encountering strong and passionate critics as well as dedicated proponents as the very notions of games, play, and work are being reconsidered and reframed. Workplaces are incorporating increasing varieties of concurrent and emerging games; some of these...

Full description

Bibliographic Details
Main Author: Jo Ann Oravec
Format: Article
Language:English
Published: Masaryk University 2015-10-01
Series:Cyberpsychology: Journal of Psychosocial Research on Cyberpspace
Subjects:
Online Access:https://cyberpsychology.eu/article/view/4345
_version_ 1797248120086593536
author Jo Ann Oravec
author_facet Jo Ann Oravec
author_sort Jo Ann Oravec
collection DOAJ
description Gamification approaches in the workplace are encountering strong and passionate critics as well as dedicated proponents as the very notions of games, play, and work are being reconsidered and reframed. Workplaces are incorporating increasing varieties of concurrent and emerging games; some of these games are directly linked to how employees are projected to produce value for an organization and are paid and promoted, while others can be recreational, educational, or even medical (involving health diagnosis or treatment). In effect, many workplace settings have become the platforms for multiple, sometimes interlocking sets of rules, enforcement mechanisms, and related gaming structures. “Multigamification” approaches explicitly recognize game-related complexities and interactions, and provide means for mitigating cognitive overload, character conflicts, and other concerns. Participants can be immersed in technology-enhanced games that infuse social, medical, and economic themes either as a part of strategic initiatives in gamification (and multigamification, as described in this paper) or through emergent and less-tightly structured efforts. The overall wellbeings of organizational participants may relate in some way in how they engage in specific games as well as to how they deal with multiple games either in sequence or simultaneously; one or more games can be designated as “work” and others as “play,” sometimes reflecting traditional narratives that contrast labor deemed as “productive” with recreation. Developers can become active in exploring and tailoring games for specific workplace contexts, addressing issues of intergame compatibility, theme interaction, and synergy as well as participant overload. Multigamification can involve forms of competition among the games themselves as they compete for the limited attention of participants. This paper also addresses the challenging policy and design issues related to workplace games’ effects on participant wellbeing. Emergence of nested and overlapping gaming spheres can increase the complexity of organizational life as well as expand its ludic dimensions.
first_indexed 2024-04-24T20:09:32Z
format Article
id doaj.art-10f7128d53c6421eaa267add22b0b451
institution Directory Open Access Journal
issn 1802-7962
language English
last_indexed 2024-04-24T20:09:32Z
publishDate 2015-10-01
publisher Masaryk University
record_format Article
series Cyberpsychology: Journal of Psychosocial Research on Cyberpspace
spelling doaj.art-10f7128d53c6421eaa267add22b0b4512024-03-23T13:15:12ZengMasaryk UniversityCyberpsychology: Journal of Psychosocial Research on Cyberpspace1802-79622015-10-019310.5817/CP2015-3-6Gamification and multigamification in the workplace: Expanding the ludic dimensions of work and challenging the work/play dichotomyJo Ann OravecGamification approaches in the workplace are encountering strong and passionate critics as well as dedicated proponents as the very notions of games, play, and work are being reconsidered and reframed. Workplaces are incorporating increasing varieties of concurrent and emerging games; some of these games are directly linked to how employees are projected to produce value for an organization and are paid and promoted, while others can be recreational, educational, or even medical (involving health diagnosis or treatment). In effect, many workplace settings have become the platforms for multiple, sometimes interlocking sets of rules, enforcement mechanisms, and related gaming structures. “Multigamification” approaches explicitly recognize game-related complexities and interactions, and provide means for mitigating cognitive overload, character conflicts, and other concerns. Participants can be immersed in technology-enhanced games that infuse social, medical, and economic themes either as a part of strategic initiatives in gamification (and multigamification, as described in this paper) or through emergent and less-tightly structured efforts. The overall wellbeings of organizational participants may relate in some way in how they engage in specific games as well as to how they deal with multiple games either in sequence or simultaneously; one or more games can be designated as “work” and others as “play,” sometimes reflecting traditional narratives that contrast labor deemed as “productive” with recreation. Developers can become active in exploring and tailoring games for specific workplace contexts, addressing issues of intergame compatibility, theme interaction, and synergy as well as participant overload. Multigamification can involve forms of competition among the games themselves as they compete for the limited attention of participants. This paper also addresses the challenging policy and design issues related to workplace games’ effects on participant wellbeing. Emergence of nested and overlapping gaming spheres can increase the complexity of organizational life as well as expand its ludic dimensions.https://cyberpsychology.eu/article/view/4345gamificationsurveillanceworkplace recreationserious gamesmultigamificationemployee wellbeing
spellingShingle Jo Ann Oravec
Gamification and multigamification in the workplace: Expanding the ludic dimensions of work and challenging the work/play dichotomy
Cyberpsychology: Journal of Psychosocial Research on Cyberpspace
gamification
surveillance
workplace recreation
serious games
multigamification
employee wellbeing
title Gamification and multigamification in the workplace: Expanding the ludic dimensions of work and challenging the work/play dichotomy
title_full Gamification and multigamification in the workplace: Expanding the ludic dimensions of work and challenging the work/play dichotomy
title_fullStr Gamification and multigamification in the workplace: Expanding the ludic dimensions of work and challenging the work/play dichotomy
title_full_unstemmed Gamification and multigamification in the workplace: Expanding the ludic dimensions of work and challenging the work/play dichotomy
title_short Gamification and multigamification in the workplace: Expanding the ludic dimensions of work and challenging the work/play dichotomy
title_sort gamification and multigamification in the workplace expanding the ludic dimensions of work and challenging the work play dichotomy
topic gamification
surveillance
workplace recreation
serious games
multigamification
employee wellbeing
url https://cyberpsychology.eu/article/view/4345
work_keys_str_mv AT joannoravec gamificationandmultigamificationintheworkplaceexpandingtheludicdimensionsofworkandchallengingtheworkplaydichotomy