Gamificação

o que é e como lutar contra ela

Autores/as

  • Jamie Woodcock Escola de Economia e Ciência Política de Londres
  • Mark R. Johnson Universidade de Sidney

DOI:

https://doi.org/10.29146/eco-ps.v26i2.28179

Palabras clave:

antitrabalho, trabalho, jogo, resistência, Internacional situacionista

Resumen

Gamificação é entendida como a aplicação de sistemas de jogo - competição, recompensas, quantificação do comportamento do jogador/usuário - em domínios não relacionados a jogos, como o trabalho. Neste artigo, os autores distinguem entre dois tipos de gamificação: primeiro, a 'gamificação de cima', envolvendo a otimização e racionalização das práticas de trabalho pelo gerenciamento; e segundo, a 'gamificação de baixo', uma forma de resistência ativa contra o controle no trabalho. O artigo conclui com um novo apelo a essa ‘gamificação de baixo’, que é uma forma ideal de resistência contra a gamificação de cima e sua captura do jogo em busca do trabalho.

Descargas

Los datos de descargas todavía no están disponibles.

Biografía del autor/a

Jamie Woodcock, Escola de Economia e Ciência Política de Londres

É um pesquisador baseado em Londres e professor sênior na Universidade de Essex. Ele é autor de livros, incluindo "Troublemaking" (Verso, 2023), "Employment" (Routledge, 2023), "The Fight Against Platform Capitalism" (University of Westminster Press, 2021), "The Gig Economy" (Polity, 2019), "Marx at the Arcade" (Haymarket, 2019) e "Working the Phones" (Pluto, 2017). Sua pesquisa é inspirada pela investigação dos trabalhadores e se concentra no trabalho, economia do trabalho, economia de plataformas, resistência, organização e videogames.

Mark R. Johnson , Universidade de Sidney

É professor na área de Culturas Digitais na Universidade de Sidney, na Austrália. Seu trabalho se concentra na transmissão ao vivo de jogos de vídeo no Twitch.tv, bem como nos e-sports e jogos competitivos, gamificação e jogos digitais de azar, geração de conteúdo procedimental e design de jogos. Ele também é desenvolvedor de jogos independentes, e ficou conhecido pelo jogo “Ultima Ratio Regum”.

Citas

Akrich, M. (1992) ‘The de-scription of technical objects’, In W. Bijker and J. Law (Eds.) Shaping Technology/Building Society: 205-224.

Woodcock, J. (2017) Working the Phones: control and resistance in call centres, London: Pluto.

Johnson, M. R., & Woodcock, J. (2017) ‘Fighting Games and Go: Exploring the Aesthetics of Play in Professional Gaming’, Thesis Eleven, 138(1): 26-45.

Ball, E. (1987) ‘The great sideshow of the Situationist International’, Yale French Studies 73: 21-37.

Barnard, A. (2004) ‘The legacy of the Situationist International: The production of situations of creative resistance’, Capital & Class 28(3): 103-124.

Beer, D. (2016) Metric Power, London: Palgrave Macmillan.

Bergman, M., Lyytinen, K. and Mark, G. (2007) ‘Boundary objects in design: An ecological view of design artifacts’, Journal of the Association for Information Systems, 8(11): 546-568.

Bittanti, M., & Quaranta, D. (2006). Gamescenes: art in the age of videogames. Johan & Levi Editore.

Bogost, I. (2011a) ‘Persuasive Games: Exploitationware’, Gamasutra, available at: http://www.gamasutra.com/view/feature/6366/persuasive_games_exploitationware.php

Bogost, I. (2011b) ‘Gamification is bullshit’, Bogost.com, available at: http://bogost.com/blog/gamification_is_bullshit/

Bonnett, A. (2006) ‘The nostalgias of situationist subversion’, Theory, Culture and Society 23(5): 23-48.

Brannan, M. J. (2015) ‘“You’re not going anywhere”: employee retention, symbolic violence and the structuring of subordination in a UK-based call centre’, The Sociological Review 63(4): 801-819.

Caillois, R. (2001) Man, Play and Games, Chicago, IL: University of Illinois Press.

Cederström, C. and Fleming, P. (2012) Dead Man Working, Winchester: Zero Books.

Chaplin, Heather. 2011. “I Don’t Want To Be a Superhero.” Slate, March 29. http://www.slate.com/articles/technology/gaming/2011/03/i_dont_want_to_be_a_super-hero.html

Darts, D. (2004) ‘Visual Culture Jam: Art, Pedagogy, and Creative Resistance’, Art Education 45(4): 313-327.

Debord, G. (1956) ‘Theory of the dérive’. Les Lèvres Nues #9, reprinted in Internationale Situationniste #2 (December 1958). K. Knabb (Trans.), available at: http://www.cddc.vt.edu/sionline/si/theory.html

Debord, G. (1989) ‘On wild architecture’ in Sussman, E. (Ed) On the Passage of a Few People Through a rather Brief Moment of Time: The Situationist International 1957-1972, Cambridge MA: MIT Press, 174-175.

Deleuze, G. and Guattari, F. (1987) A Thousand Plateaus, Minneapolis MN: University of Minnesota Press.

Deterding, S. (2016) ‘Make-Believe in Gameful and Playful Design’, Digital Make-Believe, Springer International Publishing: 101-124.

Deterding, S. (2014) ‘Eudaimonic design, or: Six invitations to rethink gamification’, In S. Fizek, M. Fuchs, P. Ruffino, & N. Schrape (eds.) Rethinking Gamification, Leuphana University of Lüneburg: Meson Press.

Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011) ‘From Game Design Elements to Gamefulness: Defining “Gamification”’, MindTrek’ 11, Tampere, Finland.

Donovan, T. (2010) Replay: The History of Video Games, Lewes, East Sussex: Yellow Ant.

Dragona, D. (2014) ‘Counter-gamification: emerging tactics and practices against the rule of numbers’, In S. Fizek, M. Fuchs, P. Ruffino, & N. Schrape (eds.) Rethinking Gamification, Leuphana University of Lüneburg: Meson Press.

Draper, H. (1966) ‘The Two Souls of Socialism’, New Politics, 5(1): 57-84.

Dyer-Witherford, N., and De Peuter, G. (2009) Games of Empire, Minneapolis, MN: University of Minnesota Press.

Foxman, M. (2014) ‘How to win foursquare: body and space in a gamified world by’, In S. Fizek, M. Fuchs, P. Ruffino, & N. Schrape (eds.) Rethinking Gamification, Leuphana University of Lüneburg: Meson Press.

Frayne, D. (2015) The refusal of work: the theory and practice of resistance to work, London: Zed Books

Frissen, V., Lammes, S., de Lange, M., de Mul, J., and Raessens, J. (eds.) (2015) Playful Identities: The Ludification of Digital Media Cultures, Amsterdam: Amsterdam University Press.

Fuchs, M. (2014) ‘Predigital Precursors of gamification’, In S. Fizek, M. Fuchs, P. Ruffino, & N. Schrape (eds.) Rethinking Gamification, Leuphana University of Lüneburg: Meson Press.

Giddings, S., & Kennedy, H. (2008). Little Jesuses and fuck-off robots: On cybernetics, aesthetics, and not being very good at Lego Star Wars. In Swalwell, M. & Wilson, J. (Eds.), The pleasures of computer gaming: essays on cultural history, theory and aesthetics, McFarland, 13-32.

Gotham, K. F. & Krier, D. A. (2008) ‘From the culture industry to the society of the spectacle: critical theory and the Situationist International’, Current Perspectives in Social Theory 25: 155-192.

Greenhill, A., Holmes, K., Woodcock, J., Lintott, C., Simmons, B., Graham, G., Cox, J., Oh, E.Y., Masters, K. (2016) ‘Playing With Science: Exploring How Game Activity Motivates Users Participation on an Online Citizen Science Platform’, Aslib Journal of Information Management, 68(3): 306-325.

Hetherington, K. (2013) ‘Rhythm and Noise: The city, memory and the archive’, The Sociological Review 61(1): 17-33.

Jensen, M. C., and Meckling, W. H. (1976) ‘Theory of the firm: Managerial behavior, agency costs and ownership structure’, Journal of Financial Economics, 3(4): 305–360.

Kelly, T. (2012) ‘Everything You’ll Ever Need To Know About Gamification’, TechCrunch, available at: https://techcrunch.com/2012/11/17/everything-youll-ever-need-to-know-about-gamification/ [Accessed 13/10/2016]

Kline, S., Dyer-Witheford, N., and De Peuter, G. (2003) Digital Play, Montréal: McGill-Queen’s University Press.

Marx, K. (1976) Capital: A Critique of Political Economy, Vol. 1, trans. Ben Fowkes. London: Penguin.

Mäyrä, F. (2016) ‘Pokémon GO: Entering the Ludic Society’. Mobile Media & Communications Journal, available at: http://journals.sagepub.com/doi/full/10.1177/2050157916678270.

McDonough, T. (2004) Guy Debord and the Situationist International: Texts and Documents, Cambridge MA: MIT Press.

Moore, P. , and Robinson, A. (2016) ‘The quantified self: What counts in the neoliberal workplace’, New Media & Society, 18(11): 2774-2792.

Mumford, M. D. & Moertl, P. (2003) ‘Cases of social innovation: Lessons from two innovations in the 20th century’, Creativity Research Journal 15(2-3): 261-266.

Niedenthal, S. (2009), What we talk about when we talk about game aesthetics. In A. Barry, K. Helen, and K. Tanya, (Eds.), Breaking New Ground: Innovation in Games, Play, Practice and Theory: Proceedings of the 2009 Digital Games Research Association Conference, Brunel University.

Philippette, T. (2014) ‘Gamification: Rethinking ‘Playing the game’ with Jacques Henriot’, In S. Fizek, M. Fuchs, P. Ruffino, & N. Schrape (eds.) Rethinking Gamification, Leuphana University of Lüneburg: Meson Press.

Plant, S. (2002) The most radical gesture: The Situationist International in a postmodern age. Routledge.

Raessens, J. (2006) ‘Playful Identities, or the Ludification of Culture’, Games and Culture, 1(1): 52-57.

Raessens, J. (2014) ‘The ludification of culture’, In S. Fizek, M. Fuchs, P. Ruffino, & N. Schrape (eds.) Rethinking Gamification, Leuphana University of Lüneburg: Meson Press.

Rasmussen, M. B. (2004) ‘The Situationist International, Surrealism, and the difficult fusion of art and politics’, Oxford Art Journal 27(3): 365-387.

Read, J (2009) ‘A Genealogy of Homo-Economicus: Neoliberalism and the Production of Subjectivity’, Foucault Studies, 6: 25-36.

Redström, J. (2008) ‘RE: Definitions of use’, Design studies, 29(4): 410-423.

Riot Games (2016) ‘Our Games’, Riot Games, available at: http://www.riotgames.com/our-games

Ruffino, P. (2014) ‘From engagement to life, or: how to do things with gamification?’, In S. Fizek, M. Fuchs, P. Ruffino, & N. Schrape (eds.) Rethinking Gamification, Leuphana University of Lüneburg: Meson Press.

Rumbo, J. D. (2002) ‘Consumer resistance in a world of advertising clutter: the case of Adbusters’, Psychology and Marketing 19(2): 127-148.

Schrape, N. (2014) ‘Gamification and governmentality’, In S. Fizek, M. Fuchs, P. Ruffino, & N. Schrape (eds.) Rethinking Gamification, Leuphana University of Lüneburg: Meson Press.

Scholz, T. (2017) Uberworked and underpaid, Cambridge: Polity Press.

Sharrow, K. (2013) ‘10 Great Quotes from Dreamforce 2013’s Gamification Forum’, LevelEleven, available at: https://leveleleven.com/2013/11/10-great-quotes-dreamforce-2013s-gamification-forum/ [Accessed: 13/10/2016]

Sicart, M. (2014) Play Matters, London: MIT Press.

Swyngedouw, E. (2002). ‘The strange respectability of the Situationist city in the society of the spectacle’, International Journal of Urban and Regional Research 26(1): 153-165.

Taylor, C. (2014) ‘The Refusal of Work: From the Postemancipation Caribbean to Post-Fordist Empire’, Small Axe, 18(2): 1-17.

Taylor, F. (1967) The Principles of Scientific Management, New York: Norton.

Townley, B. (1993) ‘Foucault, power/knowledge, and its relevance for human resource management’, Academy of Management Review, 18(3): 518-545.

Tronti, M. (1966) Operai e Capitale, Einaudi, Turin, pp. 234-252, available in English here: https://operaismoinenglish.files.wordpress.com/2010/09/the-strategy-of-the-refusal.pdf

Vaneigem, R. (1983) The Revolution of Everyday Life, n.p. , Left Bank Books and Rebel Press

Vroom, V. H. (1964). Work and motivation. San Francisco, CA: Jossey-Bass.

Wark, M. (2013). The Spectacle of Disintegration: Situationist Passages Out of the Twentieth Century. Verso Books.

Weeks, K. (2011) The Problem with Work: Feminism, Marxism, Antiwork Politics, and Postwork Imaginaries, Durham: Duke University Press.

Yiannis, G. (2008) ‘Spectacles of resistance and resistance of spectacles’, Management Communication Quarterly 21(3): 310-326.

Publicado

2023-11-08

Cómo citar

Woodcock, J., & Johnson , M. R. (2023). Gamificação: o que é e como lutar contra ela. Revista Eco-Pós, 26(2), 107–137. https://doi.org/10.29146/eco-ps.v26i2.28179