TY - JOUR
T1 - Gamification in Management
T2 - Between Choice Architecture and Humanistic Design
AU - Deterding, Christoph Sebastian
N1 - © The Author(s) 2018. This is an author-produced version of the published paper. Uploaded in accordance with the publisher’s self-archiving policy. Further copying may not be permitted; contact the publisher for details
PY - 2018/8/15
Y1 - 2018/8/15
N2 - 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.
AB - 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.
KW - design
KW - gamification
KW - humanistic management
KW - management
KW - rhetorics
KW - scientific management
UR - http://www.scopus.com/inward/record.url?scp=85052591655&partnerID=8YFLogxK
U2 - 10.1177/1056492618790912
DO - 10.1177/1056492618790912
M3 - Article
SN - 1056-4926
VL - 28
SP - 131
EP - 136
JO - Journal of Management Inquiry
JF - Journal of Management Inquiry
IS - 2
ER -