Summary: | The gamification phenomenon has generated a complex debate over the years, characterized by divergent positions, several definitions and conflicting opinions. In particular, it seems to be no convergence between experts on the definition of gamification and on the main dynamics existing between the spheres of game, play and society. The aim of this article is to prepare a preliminary answer to these issues by using cultural semiotics tools: specifically, by analyzing and reconstructing the historical, cultural and social processes that contributed to the origin of the concept of gamification, starting from an overview of discourses and historical interpretations concerning the concepts of game and play, its limits, values and functions.
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