Abstract
In this chapter, Schobin and Staab argue that digitalization is in many ways a process of gamification (i.e., the introduction of game routines and game elements into non-gaming contexts). In particular, the authors maintain that gamification has to be understood as a key strategy by which digital infrastructures ensure cooperation from users. Therefore, it can be linked to both: to the intensification of direct modes as well as to the broadening of indirect modes of labor process control. On the flip side, this insight suggests that the level of user autonomy achievable in gamified work situations can be described by three skill steps: first, by the adaptation to the gamified system; second, by the mastery of the game’s formal opportunities; and, third, by subverting the rules that define the gamified process.
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Schobin, J., Staab, P. (2019). It’s All in the Game: Emancipation in Digitalized Working Environments. In: Meyer, U., Schaupp, S., Seibt, D. (eds) Digitalization in Industry. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-030-28258-5_5
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