{"title":"公司(魔法)圈:乐趣工作还是控制游戏?","authors":"Franz Coelho, Ana Maria Abreu","doi":"10.1007/s11528-022-00776-z","DOIUrl":null,"url":null,"abstract":"<p><p>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.</p>","PeriodicalId":47534,"journal":{"name":"TechTrends","volume":null,"pages":null},"PeriodicalIF":2.2000,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9483275/pdf/","citationCount":"0","resultStr":"{\"title\":\"The Corporate (Magic) Circle: Fun Work or Controlled Play?\",\"authors\":\"Franz Coelho, Ana Maria Abreu\",\"doi\":\"10.1007/s11528-022-00776-z\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><p>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.</p>\",\"PeriodicalId\":47534,\"journal\":{\"name\":\"TechTrends\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":2.2000,\"publicationDate\":\"2023-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9483275/pdf/\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"TechTrends\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1007/s11528-022-00776-z\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"EDUCATION & EDUCATIONAL RESEARCH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"TechTrends","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1007/s11528-022-00776-z","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
The Corporate (Magic) Circle: Fun Work or Controlled Play?
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.
期刊介绍:
TechTrendsis a leading publication for professionals in the educational communication and technology field. As such its major purposes are: to provide a vehicle for the exchange of information among professional practitioners concerning the management of media and programs, the application of educational technology principles and techniques to instructional programs, corporate and military training, and any other kinds of information that can contribute to the advancement of knowledge of practice in the field, to provide a means by which practictioners can be kept current on the latest developments in the design, manufacture, and use of communications materials and devices; and to provide a vehicle for communication among the members of AECT to share information.
TechTrends considers manuscripts of the following types:Reports of innovative and/or exemplary practice. General articles discussing matters of concern to practitioners. Critical reviews of important literature, materials, and devices related to the field. Summaries of research translated into practical application. Reports of developmental programs and trends of national and international significance. News of the latest products, both materials and devices, for use in the field. Articles of use to managers and various specializations within the general educational communications and technology field.TechTrends is a peer-reviewed publication, and submitted manuscripts are reviewed without bias by a panel of consulting editors and other professionals with expertise in the topics TechTrendsis a leading publication for professionals in the educational communication and technology field. As such its major purposes are: to provide a vehicle for the exchange of information among professional practitioners concerning the management of media and programs, the application of e ducational technology principles and techniques to instructional programs, corporate and military training, and any other kinds of information that can contribute to the advancement of knowledge of practice in the field, to provide a means by which practictioners can be kept current on the latest developments in the design, manufacture, and use of communications materials and devices; and to provide a vehicle for communication among the members of AECT to share information.
TechTrends considers manuscripts of the following types:Reports of innovative and/or exemplary practice. General articles discussing matters of concern to practitioners. Critical reviews of important literature, materials, and devices related to the field. Summaries of research translated into practical application. Reports of developmental programs and trends of national and international significance. News of the latest products, both materials and devices, for use in the field. Articles of use to managers and various specializations within the general educational communications and technology field.TechTrends is a peer-reviewed publication, and submitted manuscripts are reviewed without bias by a panel of consulting editors and other professionals with expertise in the topics