Manipulation through gamification and gaming.

Manipulation through gamification and gaming.
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通过游戏化和游戏进行操纵。

DOI:
10.1007/978-981-19-0348-9_11
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发表时间:
2022
期刊:
Gaming as a Cultural Commons: Risks, Challenges, and Opportunities. Springer Nature
影响因子:
--
通讯作者:
J.
J.
中科院分区:
--
文献类型:
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作者:
Willy C.K.;Kikkawa;T. and Sugiura;J.

文献摘要

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在本章中,我们将研究游戏化、促进和汇报过程中可能发生的操纵。我们特别关注即使是专业的协调员或游戏设计师也可能会进行的“无意”操作。首先,我们研究游戏化,然后是游戏和模拟。虽然游戏化是一个相对较新的领域,与操纵问题有关,但有着50多年历史的游戏和模拟领域很少受到操纵问题的影响。当然,促进者的道德规范一直是许多讨论的主题;在这里,我们关注的是操纵的更微妙和无意的方面,这些方面相对被忽视,另外与具体体验有关。在本章的最后一节中,我们提供了一系列建议,旨在支持游戏专业人士最大限度地减少操纵。这些问题可能被用作未来游戏实践和研究的指导方针,导致游戏研究的道德规范的发展。
In this chapter, we examine the manipulation that may occur through gamification, facilitation, and debriefing processes. We focus in particular on “unintended” manipulation that even professional facilitators or game designers may practice. First, we examine gamification, followed by gaming and simulation. Although gamification, which is a relatively new field, is associated with issues of manipulation, the gaming and simulation field, which has over five decades of history, is seldom affected by manipulation issues. Of course, facilitators’ ethics have long been the subject of much discussion; here, we focus on the more subtle and unintentional aspects of manipulation, which have been relatively overlooked, additionally in relation to the embodied experience. In the chapter’s final section, we provide a list of recommendations aimed at supporting game professionals in minimizing manipulation. These questions may be used as guidelines for future game practices and research, leading to the development of a code of ethics for game studies.