Serious Gamification: on the Redesign of a Popular Paradox

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 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

Location
Deutsche Nationalbibliothek Frankfurt am Main
Extent
Online-Ressource
Language
Englisch
Notes
Preprint
begutachtet (peer reviewed)
In: Games and culture : a journal of interactive media (2015) ; 12

Event
Veröffentlichung
(where)
Mannheim
(when)
2015
Creator
Roth, Steffen

DOI
10.1177/1555412015581478
URN
urn:nbn:de:0168-ssoar-435745
Rights
Open Access unbekannt; Open Access; Der Zugriff auf das Objekt ist unbeschränkt möglich.
Last update
15.08.2025, 7:36 AM CEST

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Associated

  • Roth, Steffen

Time of origin

  • 2015

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