Detail
Article
Web resource
Online article
FT
Medvik - BMC
  • Something wrong with this record ?

Could gamification present a significant topic for the philosophy of sport?

Emanuel Hurych

. 2021 ; 15 (1) : 51-62.

Status minimal Language English Country Czech Republic

This article focuses on the phenomenon of gamification in the context of the philosophy of sport. Gamification is usually understood as a process of adding games or game-like elements to some activity in order to encourage participation. Gamification takes the techniques that game designers use to engage players and applies them to motivate people in different spheres of our lives. With the rapid development of cyber games and the penetrating everyday lives of many young people, gamification becomes an important issue for different fields of study. In economic discourse, it is often used as a business strategy. For pedagogy, it can present an educational method or teaching instrument, and psychologists examine gamification as a motivational method. In the context of sports, gamification provides a possibility for various empirical sociological studies. However, the sociological investigations could be supported by studies of philosophical backgrounds of gamification applied in the field of sports. Some authors speak about the concept of meaningful gamification. They are mostly explained more from psychological positions (exploring the theories of motivation etc.) than from the philosophical ones. Virtuality and the virtual worlds connected with cyberspace (from which gamification comes) are often understood as the opposite of reality (or escape from reality). Thus, it could be taken as something inauthentic. Badges and points present "pure" instruments that could strengthen the instrumental approach to the world. However, is it as simple? In the philosophical discourse, we could examine gamification from a range of different positions. This article assesses two possible ways in terms of how to describe and discuss gamification in the philosophical discourse. One is the topic of game and play based on the work of Johan Huizinga. The other is the concept of authenticity and instrumentality based on Martin Heidegger, Jan Patočka, and Hans-Georg Gadamer. It appears probable that gamification in sport is rapidly spreading, and it will be examined within different empirical studies more and more. This article argues that this phenomenon is also as an interesting topic for the philosophy of sport.

References provided by Crossref.org

Bibliography, etc.

Literatura

000      
00000naa a2200000 a 4500
001      
bmc21028817
003      
CZ-PrNML
005      
20211125111039.0
007      
cr|cn|
008      
211122s2021 xr fs 000 0|eng||
009      
AR
024    0_
$a 10.5817/StS2021-1-5 $2 doi
040    __
$a ABA008 $d ABA008 $e AACR2 $b cze
041    0_
$a eng
044    __
$a xr
100    1_
$a Hurych, Emanuel $7 jo2013785077 $u Masaryk University, Faculty of Sports Studies, Brno
245    10
$a Could gamification present a significant topic for the philosophy of sport? / $c Emanuel Hurych
504    __
$a Literatura
520    9_
$a This article focuses on the phenomenon of gamification in the context of the philosophy of sport. Gamification is usually understood as a process of adding games or game-like elements to some activity in order to encourage participation. Gamification takes the techniques that game designers use to engage players and applies them to motivate people in different spheres of our lives. With the rapid development of cyber games and the penetrating everyday lives of many young people, gamification becomes an important issue for different fields of study. In economic discourse, it is often used as a business strategy. For pedagogy, it can present an educational method or teaching instrument, and psychologists examine gamification as a motivational method. In the context of sports, gamification provides a possibility for various empirical sociological studies. However, the sociological investigations could be supported by studies of philosophical backgrounds of gamification applied in the field of sports. Some authors speak about the concept of meaningful gamification. They are mostly explained more from psychological positions (exploring the theories of motivation etc.) than from the philosophical ones. Virtuality and the virtual worlds connected with cyberspace (from which gamification comes) are often understood as the opposite of reality (or escape from reality). Thus, it could be taken as something inauthentic. Badges and points present "pure" instruments that could strengthen the instrumental approach to the world. However, is it as simple? In the philosophical discourse, we could examine gamification from a range of different positions. This article assesses two possible ways in terms of how to describe and discuss gamification in the philosophical discourse. One is the topic of game and play based on the work of Johan Huizinga. The other is the concept of authenticity and instrumentality based on Martin Heidegger, Jan Patočka, and Hans-Georg Gadamer. It appears probable that gamification in sport is rapidly spreading, and it will be examined within different empirical studies more and more. This article argues that this phenomenon is also as an interesting topic for the philosophy of sport.
773    0_
$t Studia sportiva $x 1802-7679 $g Roč. 15, č. 1 (2021), s. 51-62 $w MED00173478
856    41
$u https://journals.muni.cz/studiasportiva/ $y domovská stránka časopisu - plný text volně přístupný
910    __
$a ABA008 $b online $y 0 $z 0
990    __
$a 20211122112914 $b ABA008
991    __
$a 20211125111908 $b ABA008
999    __
$a min $b bmc $g 1726056 $s 1149369
BAS    __
$a 3 $a 4
BMC    __
$a 2021 $b 15 $c 1 $d 51-62 $i 1802-7679 $m Studia Sportiva $x MED00173478
LZP    __
$a NLK 2021-47/dk

Find record

Citation metrics

Loading data ...

Archiving options

Loading data ...