The gamification of work : the uses of games in the workplace / Emmanuelle Savignac.
Material type:
- text
- computer
- online resource
- 9781119384540 (e-book)
- 519.3 23
- QA269 .S285 2016
Item type | Current library | Call number | Status | Date due | Barcode | Item holds | |
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Colombo | Available | CBEBK20002615 | ||||
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Jaffna | Available | JFEBK20002615 | ||||
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Kandy | Available | KDEBK20002615 |
Enhanced descriptions from Syndetics:
Despite the traditional opposition between play and work, games and their structure are increasingly used in workplaces. This phenomenon of using game elements or mechanisms in other contexts than games is named "gamification". In workplaces, the gamification is supposed to abolish the separation between work and leisure or between constraint and pleasure. This book reviews a century of game theories in the social sciences and analyzes the uses of games in workplaces. We critically question the explicit functions (learning, experimentation...) which are supposed to be conveyed by games. Finally, we show that game, understood as a structure, could have efficient social functions in the workplace.
Includes bibliographical references and index.
Description based on print version record.
Electronic reproduction. Ann Arbor, MI : ProQuest, 2016. Available via World Wide Web. Access may be limited to ProQuest affiliated libraries.
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