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Gamification in Management: Between Choice Architecture and Humanistic Design

机译:管理游戏化:在选择架构与人文设计之间

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摘要

Gamification in management is currently informed by two contradicting framings or rhetorics: the rhetoric of choice architecture casts humans as rational actors and games as perfect information and incentive dispensers, giving managers fine-grained control over people's behavior. It aligns with basic tenets of neoclassical economics, scientific management, operations research/management science, and current big data-driven decision making. In contrast, the rhetoric of humanistic design casts humans as growth-oriented and games as environments optimally designed to afford positive, meaningful experiences. This view, fitting humanistic management ideas and the rise of design and customer experience, casts managers as "second order" designers. While both rhetorics highlight important aspects of games and management, the former is more likely to be adopted and absorbed into business as usual, whereas the latter holds more uncertainty, but also transformative potential.
机译:当前,管理中的游戏化有两个相互矛盾的框架或修辞学:选择论的修辞学使人成为理性的行为者,而游戏则使人成为完美的信息和激励分配者,从而使管理者可以对人的行为进行细粒度的控制。它与新古典经济学,科学管理,运筹学/管理科学以及当前大数据驱动的决策的基本原则保持一致。相比之下,人性化设计的言论使人成为增长导向型游戏,而游戏则成为最佳环境,旨在提供正面,有意义的体验。这种观点符合人性化的管理理念以及设计和客户体验的兴起,使管理人员成为“第二订单”设计师。尽管两种说法都强调了游戏和管理的重要方面,但前者更有可能被采用并吸收到日常业务中,而后者则具有更多的不确定性和变革潜力。

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