Workification: Difference between revisions
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== Introduction == | |||
The term gamification has been used in modern working life for some time now. It briefly describes the introduction of playful elements into the world of work. The primary goal here is to increase productivity and improve the working atmosphere for employees. The concept of workification aims in the opposite direction. This still very young term describes how elements that generally belong in the sphere of work are used, especially in digital games. | |||
== Main Part == | |||
Arbeit und Spiel sind nicht dualistisch getrennt. Denn ebenso, wie sich spielerische Elemente im Bereich der Arbeit finden, können auch Spielplätze von Arbeitselementen beeinflusst und durchdrungen sein. Die Beziehung Arbeit–Spiel kann weder durch das Konzept der »Ludifizierung« noch von dessen Gegenteil, der »Laborisierung«, vollständig erfasst werden. Sie muss, wie Anne Dippel sagt, als ein Verhältnis der Interferenz gedacht werden, in dem sich Arbeit und Spiel überlagern. Deren Unterscheidung löst sich im Digitalen. | |||
Work and play are not dualistically separated. Just as playful elements can be found in the area of work, playgrounds can also be influenced and permeated by work elements. The relationship between work and play can neither be fully grasped by the concept of "Ludification" nor by its opposite, "Laborization". As Anne Dippel says, it must be thought of as a relationship of interference in which work and play overlap. Their distinction is dissolved in the digital. <ref>Fizek Sonia, All Work and no play, 2015, S.90</ref> | |||
Playing has always been used as a technique to prepare for work. Especially in modern computer games, however, this boundary becomes increasingly blurred. Many games require the player to perform repetitive tasks, for example farming or grinding, which are more likely to be called work than play. The player thereby becomes a kind of work player. A good example of this would be the gold farmers in MMO's, especially World of Warcraft. This World of Warcraft must logically be understood as a profit-oriented virtual world. | |||
But play and work can also be viewed on other levels. | |||
-One first level would be the level of the game developers. This level would also be equivalent to a kind of digital capitalism. | |||
- The second level corresponds to the already described level of the players. This includes gold farming as well as streaming on platforms like Twitch or Lets Play's on YouTube. | |||
- A third level is working with the games. Examples would be the application as a supervisor of games in nursing homes or for medical purposes. Or another example would be Citizen Science Games, where everyone can contribute to research. | |||
Thus, the level considered in the last example above all points to an application of workification in games with regard to their application areas as serious games. Areas in which such games can take place are for example the military, in health care or in education. | |||
An additional area of workification that would be interesting for the academic world would be what is currently being done in the Game Labs of the University of Konstanz. Be it in the field of art, literature or media studies, in the field of psychology, or even in the field of sociology, working on the object of computer games enables conclusions to be drawn about changes in society, for example. | |||
== Conclusion == | |||
<br /> | <br /> | ||
== Related Links / Research == | |||
Fizek Sonia, All Work and no play, 2015, S.90 | |||
[[Category:Research Approaches]] | [[Category:Research Approaches]] |
Revision as of 20:49, 15 April 2020
Introduction
The term gamification has been used in modern working life for some time now. It briefly describes the introduction of playful elements into the world of work. The primary goal here is to increase productivity and improve the working atmosphere for employees. The concept of workification aims in the opposite direction. This still very young term describes how elements that generally belong in the sphere of work are used, especially in digital games.
Main Part
Arbeit und Spiel sind nicht dualistisch getrennt. Denn ebenso, wie sich spielerische Elemente im Bereich der Arbeit finden, können auch Spielplätze von Arbeitselementen beeinflusst und durchdrungen sein. Die Beziehung Arbeit–Spiel kann weder durch das Konzept der »Ludifizierung« noch von dessen Gegenteil, der »Laborisierung«, vollständig erfasst werden. Sie muss, wie Anne Dippel sagt, als ein Verhältnis der Interferenz gedacht werden, in dem sich Arbeit und Spiel überlagern. Deren Unterscheidung löst sich im Digitalen.
Work and play are not dualistically separated. Just as playful elements can be found in the area of work, playgrounds can also be influenced and permeated by work elements. The relationship between work and play can neither be fully grasped by the concept of "Ludification" nor by its opposite, "Laborization". As Anne Dippel says, it must be thought of as a relationship of interference in which work and play overlap. Their distinction is dissolved in the digital. [1]
Playing has always been used as a technique to prepare for work. Especially in modern computer games, however, this boundary becomes increasingly blurred. Many games require the player to perform repetitive tasks, for example farming or grinding, which are more likely to be called work than play. The player thereby becomes a kind of work player. A good example of this would be the gold farmers in MMO's, especially World of Warcraft. This World of Warcraft must logically be understood as a profit-oriented virtual world.
But play and work can also be viewed on other levels.
-One first level would be the level of the game developers. This level would also be equivalent to a kind of digital capitalism.
- The second level corresponds to the already described level of the players. This includes gold farming as well as streaming on platforms like Twitch or Lets Play's on YouTube.
- A third level is working with the games. Examples would be the application as a supervisor of games in nursing homes or for medical purposes. Or another example would be Citizen Science Games, where everyone can contribute to research.
Thus, the level considered in the last example above all points to an application of workification in games with regard to their application areas as serious games. Areas in which such games can take place are for example the military, in health care or in education.
An additional area of workification that would be interesting for the academic world would be what is currently being done in the Game Labs of the University of Konstanz. Be it in the field of art, literature or media studies, in the field of psychology, or even in the field of sociology, working on the object of computer games enables conclusions to be drawn about changes in society, for example.
Conclusion
Related Links / Research
Fizek Sonia, All Work and no play, 2015, S.90
- ↑ Fizek Sonia, All Work and no play, 2015, S.90