TY - CHAP
T1 - Gamifying communities of practice
T2 - Blending the modes of human-machine identification
AU - Spanellis, Agnessa
AU - Pyrko, Igor
PY - 2021/2/25
Y1 - 2021/2/25
N2 - Gamification is a growing field of study in the management literature, and its impact on the situated, practice-based learning remains a promising direction of research. To build the further ground for application and study in this area, in this chapter we discuss the impact which the gamification approaches can have on organizational Communities of Practice (CoPs). We observe this question by focusing on the role of gamified materiality in building CoP members’ sense of mutual identification. Importantly, in addition to affecting materiality, gamification elements amend the spatial and temporal dimensions of situated learning which affects the relationships among community members as well as the ways in which they enact local practices. Within the gamified context, members develop relationships with fictional characters who thereby become enacted as non-material actors, and hence achieve a form of personification. Furthermore, within the gamified space and time, CoP members use game elements to re-negotiate their identities or even adopt altogether new identities. Thereby, gamification becomes something more than merely a motivational device, but rather an organizational process which touches on the very texture of organizing as it meshes with practitioners’ identities in the making.
AB - Gamification is a growing field of study in the management literature, and its impact on the situated, practice-based learning remains a promising direction of research. To build the further ground for application and study in this area, in this chapter we discuss the impact which the gamification approaches can have on organizational Communities of Practice (CoPs). We observe this question by focusing on the role of gamified materiality in building CoP members’ sense of mutual identification. Importantly, in addition to affecting materiality, gamification elements amend the spatial and temporal dimensions of situated learning which affects the relationships among community members as well as the ways in which they enact local practices. Within the gamified context, members develop relationships with fictional characters who thereby become enacted as non-material actors, and hence achieve a form of personification. Furthermore, within the gamified space and time, CoP members use game elements to re-negotiate their identities or even adopt altogether new identities. Thereby, gamification becomes something more than merely a motivational device, but rather an organizational process which touches on the very texture of organizing as it meshes with practitioners’ identities in the making.
KW - gamification
KW - communities of practice
KW - identity
KW - knowledge sharing
KW - situated Learning
UR - https://www.routledge.com/Organizational-Gamification-Theories-and-Practices-of-Ludified-Work-in/Vesa/p/book/9780429316722?_gl=1*1t2km3*_ga*OTM2MDU5Njk3LjE2OTY1ODAwNDc.*_ga_0HYE8YG0M6*MTY5NjU4MDA0Ny4xLjAuMTY5NjU4MDA0Ny4wLjAuMA..
U2 - 10.4324/9780429316722-7
DO - 10.4324/9780429316722-7
M3 - Chapter
SN - 9780367321185
SN - 9780367712372
T3 - Routledge Studies in Management, Organizations and Society
SP - 90
EP - 108
BT - Organizational Gamification
A2 - Vesa, Mikko
PB - Routledge
CY - New York
ER -