Information Technology Reference
In-Depth Information
took into account and investigated the suggestions of young video game
players that were invited to give their opinion about the aesthetic appear-
ance and confi guration of the aircraft interface, all with the aim of making
it more intuitive for its future pilots (High Tech Edge 2007).
“Forced” Gamifi cation
“Forced” gamifi cation, advocated by researchers like McGonigal, con-
sists in introducing the concepts of the game world which we examined in
the introduction in a rather planned manner, with the aim of improving
our attitude towards certain tasks and of freeing us from personal dii -
culties with labour. Statistics seem to point out that “more than 50 per
cent of organizations that manage innovation processes will gamify those
processes” (Burke 2011) in order to improve productivity and knowledge
exchange. This means an intensifi cation of the initiatives aimed at intro-
ducing elements of the game into production processes in a non-natural
manner, in the context of the civil, industrial and services society, thus
confi guring this “forced” gamifi cation at the highest level, that is, a way
to restructure and control the actions of workers, students, etc., imposing
action/result patterns that are more easily parameterized.
As pointed out by the reference, the objective of gamifi cation should
result in acceleration of feedback cycles, clarifi cation of goals and rules
of the innovation game, establishment of challenging yet attainable goals.
According to researcher Brian Burke (2011), “where games traditionally
model the real world, organizations must now take the opportunity for
their real world to emulate games”.
“Technological” Gamifi cation
Needless to say, gamifi cation also includes an adaptation of dif erent tech-
nologies (be it hardware or software) characteristic of the game world to
learning and consciousness-raising processes, among many others, through
the creation of simulation video games or the incorporation of those technol-
ogies to other uses in which the game is not present at all. This can be called
“technological gamifi cation” insofar as, using technological resources, it
tries to simulate events in safe environments without direct consequences
for the real world, or because a transferral of video game technology to
other domains such as medicine, industry, military, etc., takes place.
On December 19, 2000, the magazine ZDNet reported that Iraq had
purchased four thousand Sony PlayStation 2 consoles, evading the com-
puter embargo imposed upon Iraq at the time. Several intelligence agencies
suspected the hardware of these consoles was to be used to create a com-
puter capable of controlling the trajectory of missiles equipped with chemi-
cal warheads. Be it true or false, this suspicion confi rms the technological
potentialities of a certain hardware explicitly designed for gaming that are
Search WWH ::




Custom Search