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Soviet and American precursors to the gamification of work

Published: 03 October 2012 Publication History

Abstract

A number of commentators have proposed adapting elements derived from game mechanics to workplaces, to motivate employees via techniques that, the argument goes, have proven successful in a videogame context, and thus may have wider motivational applications. This general strategy has become grouped under the term "gamification". I argue the gamification-of-work movement has at least two major precursors, one in the Soviet Union of the early to mid 20th century, and another in American management of the late 20th and early 21st centuries. The Soviet approach focused on games to increase productivity, via experiments ranging from purely competitive games directly tied to productivity, to attempts at morale-building via team games and workplace self-expression. The American management approach focused more strongly on a sense of childhood play, aiming to weaken the work/play split, but often with games and competition integrated into the framework. Neither approach is identical to the gamification-of-work movement, but there exist significant overlaps, and thus both the historical movements themselves, and the critiques that have been directed at them, should be studied in order to better understand how to approach current attempts in light of past experiences.

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cover image ACM Other conferences
MindTrek '12: Proceeding of the 16th International Academic MindTrek Conference
October 2012
278 pages
ISBN:9781450316378
DOI:10.1145/2393132
  • Conference Chair:
  • Artur Lugmayr
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 03 October 2012

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MindTrek '12 Paper Acceptance Rate 19 of 43 submissions, 44%;
Overall Acceptance Rate 110 of 207 submissions, 53%

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Cited By

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  • (2024)Effects of Gamification on Motivations of Elementary School Students: An Action Research Field ExperimentSimulation & Gaming10.1177/1046878124123738955:4(600-636)Online publication date: 6-Mar-2024
  • (2023)PUBLICAÇÕES SOBRE GAMIFICAÇÃO NO PERÍODO DE 2011 A 2020:Revista de Estudos Interdisciplinares10.56579/rei.v5i4.7325:4(429-450)Online publication date: 31-Aug-2023
  • (2023)Application of Gamification model in the internship orientation program: A proposed conceptual model from the private university context of BangladeshStaj oryantasyon programında Oyunlaştırma modelinin uygulanması: Bangladeş'teki özel üniversite bağlamından önerilen bir kavramsal modelSosyal Mucit Academic Review10.54733/smar.12639084:2(206-218)Online publication date: 30-Jun-2023
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  • (2023)A bibliometric analysis of the use of the Gamification Octalysis Framework in training: evidence from Web of ScienceHumanities and Social Sciences Communications10.1057/s41599-023-02243-310:1Online publication date: 17-Nov-2023
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  • (2022)Application of Gamification in Modern EducationHandbook of Research on Promoting Economic and Social Development Through Serious Games10.4018/978-1-7998-9732-3.ch004(60-75)Online publication date: 18-Mar-2022
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