Gamification: characteristics, trends, risks
Digital technologies development stimulates game elements inclusion into culture and different spheres of society. The identification of regularities and specifics of this process became the purpose of the study. The research methodology was based on the J. Huizing’s “man playing” concept and K. Ver...
Saved in:
Main Authors: | , |
---|---|
Format: | Article |
Language: | English |
Published: |
Publishing House of the State University of Management
2024-10-01
|
Series: | Вестник университета |
Subjects: | |
Online Access: | https://vestnik.guu.ru/jour/article/view/5498 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
_version_ | 1832541515294965760 |
---|---|
author | A. P. Avdeeva Yu. A. Safonova |
author_facet | A. P. Avdeeva Yu. A. Safonova |
author_sort | A. P. Avdeeva |
collection | DOAJ |
description | Digital technologies development stimulates game elements inclusion into culture and different spheres of society. The identification of regularities and specifics of this process became the purpose of the study. The research methodology was based on the J. Huizing’s “man playing” concept and K. Verbach’s system description of gamification mechanisms. On the basis of these concepts, a grid of typical features of gamification has been compiled and gamification processes in different sociospheres analyzed. The research methods included the emerging gamification practices analysis. Based on the analysis results, trends and risks of implementing the game element into culture have been identified. The complex influence of gamification process on society and culture is manifested by consumers’ demand for interactivity, personal participation, and involvement (immersiveness) in almost all types of activities. These needs are strengthened under the influence of clip culture, making it easier for individuals to assimilate disparate and fragmented pieces of information. The request for immersiveness is closely related to the human need to be the author of the “text”, to control the plot, to create a plurality of readings (hypertext). It has been shown that gamification stimulates innovation in various areas, leads to the emergence of new products, processes, and services. The main risks of gamification development have been highlighted: hyperorientation to entertainment in areas that traditionally involve effort, and manipulation of people’s behavior in areas related to “shoulds”. |
format | Article |
id | doaj-art-ea7bfdfc6c2542d3a8e350275288cd52 |
institution | Kabale University |
issn | 1816-4277 2686-8415 |
language | English |
publishDate | 2024-10-01 |
publisher | Publishing House of the State University of Management |
record_format | Article |
series | Вестник университета |
spelling | doaj-art-ea7bfdfc6c2542d3a8e350275288cd522025-02-04T08:28:22ZengPublishing House of the State University of ManagementВестник университета1816-42772686-84152024-10-010817518410.26425/1816-4277-2024-8-175-1843190Gamification: characteristics, trends, risksA. P. Avdeeva0Yu. A. Safonova1Bauman Moscow State Technical UniversityBauman Moscow State Technical UniversityDigital technologies development stimulates game elements inclusion into culture and different spheres of society. The identification of regularities and specifics of this process became the purpose of the study. The research methodology was based on the J. Huizing’s “man playing” concept and K. Verbach’s system description of gamification mechanisms. On the basis of these concepts, a grid of typical features of gamification has been compiled and gamification processes in different sociospheres analyzed. The research methods included the emerging gamification practices analysis. Based on the analysis results, trends and risks of implementing the game element into culture have been identified. The complex influence of gamification process on society and culture is manifested by consumers’ demand for interactivity, personal participation, and involvement (immersiveness) in almost all types of activities. These needs are strengthened under the influence of clip culture, making it easier for individuals to assimilate disparate and fragmented pieces of information. The request for immersiveness is closely related to the human need to be the author of the “text”, to control the plot, to create a plurality of readings (hypertext). It has been shown that gamification stimulates innovation in various areas, leads to the emergence of new products, processes, and services. The main risks of gamification development have been highlighted: hyperorientation to entertainment in areas that traditionally involve effort, and manipulation of people’s behavior in areas related to “shoulds”.https://vestnik.guu.ru/jour/article/view/5498hypertextgamegamificationimmersionclip culturevr and ar technologiesdigital technologiescultural transformation21st century youth |
spellingShingle | A. P. Avdeeva Yu. A. Safonova Gamification: characteristics, trends, risks Вестник университета hypertext game gamification immersion clip culture vr and ar technologies digital technologies cultural transformation 21st century youth |
title | Gamification: characteristics, trends, risks |
title_full | Gamification: characteristics, trends, risks |
title_fullStr | Gamification: characteristics, trends, risks |
title_full_unstemmed | Gamification: characteristics, trends, risks |
title_short | Gamification: characteristics, trends, risks |
title_sort | gamification characteristics trends risks |
topic | hypertext game gamification immersion clip culture vr and ar technologies digital technologies cultural transformation 21st century youth |
url | https://vestnik.guu.ru/jour/article/view/5498 |
work_keys_str_mv | AT apavdeeva gamificationcharacteristicstrendsrisks AT yuasafonova gamificationcharacteristicstrendsrisks |