Gamification. A Conceptual Critique to Move Forwards

Authors

DOI:

https://doi.org/10.48783/gameviron.v20i20.253

Keywords:

Gamification, Critical Gamification, Theory Development, gamevironments

Abstract

Gamification has become a considerable part of game culture. Alongside that, it has garnered significant support and criticism that has left researchers and practitioners polarized on their perception and utilization of gamification as a label and a practice. The aim of this article is to attempt a re-clarification of the gamification concept and to utilize the gamevironment analytical framework on a larger analytical scale that allows us to reflect on gamification and game studies as research fields. Based on that, I view gamification through the lens of gamevironments and provide directions for future researchers.

Author Biography

  • Lobna Hassan, Lappeenranta-Lahti University of Technology

    Lobna Hassan is Associate Professor (tenure-track) of sociotechnical transitions in services, at Lappeenranta-Lahti University of Technology, Finland. She is also a member of the Council of Europe’s digital game culture workgroup. Dr. Hassan leads SIA Lab: a research group focused on games, gamification, accessibility, and inclusion of people with disabilities. Her research has received funding from various organisations, notably: the Finnish Foundation for Economic Education (Liikesivistysrahasto) and the Finnish cultural foundation (Suomen Kulttuurirahasto). Her work and publications can be found at http://lobnahassan.com and the work of SIA Lab at http://sia-lab.com. You can also follow her on TikTok @proflobnahassan.

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Published

2024-07-13

Issue

Section

Peer-reviewed Articles