The Corporate (Magic) Circle: Fun Work or Controlled Play?

Pub Date : 2023-01-01 DOI:10.1007/s11528-022-00776-z
Franz Coelho, Ana Maria Abreu
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Abstract

Entertainment games have traditionally been articulated as leisure. However, they have also been used in the work context, in the form of serious games or gamification. In this qualitative research, we aimed to investigate the purpose of games used in the work context. To accomplish this, we conducted six semi-structured interviews and analyzed the discourses of the heads of the companies that produce serious games or gamification projects for work environments. Based on these statements, we assessed the views of the work context, the workers, and the projects the companies produce. We found that games have acquired different purposes, such as employee control to increase organizational results or enhance workers' happiness and wellbeing. Although these purposes seemed to stand out in all the analyzed speeches, several other different purposes emerged, according to the conditions of entry into the market and the type of projects produced.

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公司(魔法)圈:乐趣工作还是控制游戏?
娱乐游戏传统上被认为是休闲游戏。然而,它们也以严肃游戏或游戏化的形式出现在工作环境中。在这个定性研究中,我们的目标是调查在工作环境中使用游戏的目的。为此,我们进行了6次半结构化访谈,并分析了为工作环境制作严肃游戏或游戏化项目的公司负责人的话语。基于这些陈述,我们评估了工作环境、工人和公司产生的项目的观点。我们发现游戏具有不同的目的,例如通过员工控制来提高组织成果或提高员工的幸福感和幸福感。虽然这些目的似乎在所有分析的发言中都很突出,但根据进入市场的条件和所产生的项目类型,出现了其他一些不同的目的。
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