{"title":"Games as Epistemic Mediators: Rethinking Gamification with Morgenstern, von Neumann, and Bateson","authors":"Doug Stark","doi":"10.1353/con.2024.a924124","DOIUrl":null,"url":null,"abstract":"<p><p>This article contends that gamification is a longstanding means of making knowledge, not just a twenty-first-century design technique. People have applied games to non-entertainment domains for millennia, especially to perform functions that we now associate with computational media, but their status as “epistemic mediators” comes to the fore in recent history. Stark examines two twentieth-century uses of games as models for systems that, contrasted, evidence distinct approaches to formalizing phenomena in the human sciences. First, Oskar Morgenstern and John von Neumann’s <i>Theory of Games and Economic Behavior</i> (1944) illustrates the propensity game models have to reduce complexity, mechanize judgment, and promote capitalist values. Then, Gregory Bateson’s cybernetic game models serve as counterexamples that, along with his critiques of game theory, the conclusion brings to bear on current debates about gamification.</p></p>","PeriodicalId":55630,"journal":{"name":"Configurations","volume":"6 1","pages":""},"PeriodicalIF":0.3000,"publicationDate":"2024-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Configurations","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1353/con.2024.a924124","RegionNum":4,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"HISTORY & PHILOSOPHY OF SCIENCE","Score":null,"Total":0}
引用次数: 0
Abstract
This article contends that gamification is a longstanding means of making knowledge, not just a twenty-first-century design technique. People have applied games to non-entertainment domains for millennia, especially to perform functions that we now associate with computational media, but their status as “epistemic mediators” comes to the fore in recent history. Stark examines two twentieth-century uses of games as models for systems that, contrasted, evidence distinct approaches to formalizing phenomena in the human sciences. First, Oskar Morgenstern and John von Neumann’s Theory of Games and Economic Behavior (1944) illustrates the propensity game models have to reduce complexity, mechanize judgment, and promote capitalist values. Then, Gregory Bateson’s cybernetic game models serve as counterexamples that, along with his critiques of game theory, the conclusion brings to bear on current debates about gamification.
ConfigurationsArts and Humanities-Literature and Literary Theory
CiteScore
0.50
自引率
0.00%
发文量
33
期刊介绍:
Configurations explores the relations of literature and the arts to the sciences and technology. Founded in 1993, the journal continues to set the stage for transdisciplinary research concerning the interplay between science, technology, and the arts. Configurations is the official publication of the Society for Literature, Science, and the Arts (SLSA).