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Serious Gamification: on the Redesign of a Popular Paradox

[journal article]

Roth, Steffen

Abstract

We challenge the idea of the paradoxical nature of the concept serious games and ask how researchers and designers need to conceive of serious games so that they at all appear paradoxical. To develop and answer this question, we draw on a theory-method that considers all forms of observation as para... view more

We challenge the idea of the paradoxical nature of the concept serious games and ask how researchers and designers need to conceive of serious games so that they at all appear paradoxical. To develop and answer this question, we draw on a theory-method that considers all forms of observation as paradoxical. We then use the tetralemma, a structure from traditional Indian logics, to resolve the paradox of serious games into this larger paradox of observation. Consequently, serious games may only be considered a paradox if we presume realities and define games as deviations therefrom. The increasing gamification of society, however, does not allow realities to be defined in contrast to games anymore. We therefore conclude that serious games do not represent particularly paradoxical forms of games, but rather next levels of reflexivity in communication design and in the self-definitions of next societies.... view less

Keywords
theory; observation; paradoxy; reflexivity; playing

Classification
General Sociology, Basic Research, General Concepts and History of Sociology, Sociological Theories

Free Keywords
serious games; communication design; paradox; oxymoron; tetralemma; form theory

Document language
English

Publication Year
2015

Page/Pages
12 p.

Journal
Games and culture : a journal of interactive media (2015)

DOI
https://doi.org/10.1177/1555412015581478

Status
Preprint; peer reviewed

Licence
Deposit Licence - No Redistribution, No Modifications


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© 2007 - 2025 Social Science Open Access Repository (SSOAR).
Based on DSpace, Copyright (c) 2002-2022, DuraSpace. All rights reserved.