Abstract
We analyze the ‘Revision Fever’ gamification exercise and the challenges of adjusting the logic of gameplay to the logic of the non-game activity. We rely on ‘instrumental genesis’ theory (Béguin & Rabardel, 2000) and a conceptualization of the ‘magic circle’ of gameplay (Stenros, 2012) to highlight points of divergence and possibilities of adjustment on two dimensions: the gamification artifact, including the rules of the game layer and the organization of the arena of play, and players’ activity schemes, especially their play strategies and their engagement with the game layer. The work of adjustment is collective and distributed across roles, participants, and time. Gamification involves the design and continuous enactment of a ‘magic circle’ that is transparent towards the associated non-game activity.
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Rughiniş, R. (2013). Work and Gameplay in the Transparent ‘Magic Circle’ of Gamification. In: Marcus, A. (eds) Design, User Experience, and Usability. Health, Learning, Playing, Cultural, and Cross-Cultural User Experience. DUXU 2013. Lecture Notes in Computer Science, vol 8013. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-39241-2_63
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DOI: https://doi.org/10.1007/978-3-642-39241-2_63
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