“Gamification Does Not Belong at a University”
2020 (English)In: DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere, Tampere: Digital Games Research Association (DiGRA) , 2020Conference paper, Published paper (Refereed)
Abstract [en]
This paper reports a case study in which some students in a large-scale gamification implementation project wrote a script that automated their progression. The incident was followed with multi-sited ethnography and analysed through the lens ofGoffman’s frame analysis. Based on chat logs, mail correspondence, data on user behaviour in the learning management system, informal conversations and student interviews, the study shows that different actors have somewhat different perceptions of gamification, as they framed the incident with the script in different ways. The students saw their actions as a form of resistance and activism towards problematic game design and had a desire to uphold specific tech-student identities. The gamification designers treated the incident as an act of playfulness and display of technological skills. The university, on the other hand, framed the incident as cheating. The study highlights the need for educational institutions to be knowledgeable about games and gaming behaviour if they want to implement gamification.
Place, publisher, year, edition, pages
Tampere: Digital Games Research Association (DiGRA) , 2020.
Series
Digital Games Research Association (DiGRA), E-ISSN 2342-9666
Keywords [en]
Gamification, Frame Analysis, Higher Education, Goffman
National Category
Pedagogy Human Computer Interaction Computer and Information Sciences
Research subject
Interaction Lab (ILAB); Media, Technology and Culture (MTEC)
Identifiers
URN: urn:nbn:se:his:diva-19427Scopus ID: 2-s2.0-85180412820OAI: oai:DiVA.org:his-19427DiVA, id: diva2:1521780
Conference
2020 DiGRA International Conference: Play Everywhere, 13th Digital Games Research Association International Conference, DiGRA 2020, Tampere 2 June 2020 through 6 June 2020, Code 194986
Note
© 2020 Authors & Digital Games Research Association DiGRA. Personal and educational classroomuse of this paper is allowed, commercial use requires specific permission from the author.
2021-01-252021-01-252025-09-29Bibliographically approved