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Gamification: The Stakes for Content Design

Technical Communication

Abstract

Games were serious tasks for athletes in ancient Greece, for gladiators in classic Rome, for professional guilds in medieval times, and for many industries in modern times. Games are now used to establish rules for co-operation in an environment where entertainment dominates the web. Now that humankind has entered an era of dematerialized digital expanded reality, it seems obvious that virtual games are also going to become part of our regular learning skills. Intentional acts are commonly oriented to immediate practical outcomes such as eating, looking for protection, mating, nesting, defining territory, but playing is a more subtle way of ensuring long-term survival skills. Among animals, playing is a training activity for youngsters, a learning process that reproduces collaboration and interactive hunting, or fighting scenarios that will be useful in the future. However, the ability to create game scenarios that follow rules and negotiated conditions is a specifically human, sophisticated behaviour. Skill-building games are part of human cognitive development, connected to systematic and planned learning for individuals and organizations. Since the 20th century, social interactivity has been seen as part of human strategies for cognitive development (Leo Vygotsky, 1978) and for discovery learning (Jerome Bruner, 1960). In teaching and learning situations, role-play, cooperative games, and challenging problem solving have become natural activities. Two of today’s main cognitive theories, constructivism[iv] and connectivism[v], see social gaming as directly connected to children’s development, professional training, or organizational growth. It is present in sports, music, and media industries, and it is broadcast and shared through the net in the global village.