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Taylorism 2.0: Gamification, scientific management and the capitalist appropriation of play

机译:泰勒主义2.0:游戏化,科学管理和资本主义对游戏的挪用

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By making work seem more like leisure time, gamification and corporate training games serve as a mechanism for solving a range of problems and, significantly, of increasing productivity. This piece examines the implications of gamification as a means of productivity gains that extend Frederick Winslow Taylor's principles of scientific management, or Taylorism. Relying on measurement and observation as a mechanism to collapse the domains of labour and leisure for the benefit of businesses (rather than for the benefit or fulfilment of workers), gamification potentially subjugates all time into productive time, even as business leaders use games to mask all labour as something to be enjoyed. In so doing, this study argues, the agency of individuals - whether worker or player - becomes subject to the rationalized nature of production. This rationalization changes the nature of play, making it a duty rather than a choice, a routine rather than a process of exploration. Taken too far or used unthinkingly, it renders Huizinga's magic circle into one more regulated office cubicle.
机译:通过使工作看起来更像是休闲时间,游戏化和公司培训游戏可作为一种机制来解决一系列问题,并显着提高生产力。本篇文章探讨了游戏化作为提高弗雷德里克·温斯洛·泰勒(Frederick Winslow Taylor)科学管理或泰勒主义原理的生产力的一种手段的含义。依靠度量和观察作为一种机制,为了企业的利益(而不是为了工人的利益或成就),将劳动和休闲的领域瓦解,游戏化可能将所有时间转化为生产时间,即使企业领导人使用游戏来掩盖事实所有劳动都是一种享受。这项研究认为,这样做的话,个人的代理机构(无论是工人还是参与者)都将服从于生产的合理化性质。这种合理化改变了游戏的本质,使游戏成为一项义务而不是选择,成为例行而不是探索的过程。距离太远或使用不当,它使Huizinga的魔力圈变成了另一个受管制的办公室小隔间。

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