<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE root>
<article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:ali="http://www.niso.org/schemas/ali/1.0/" article-type="research-article" dtd-version="1.2" xml:lang="en"><front><journal-meta><journal-id journal-id-type="publisher-id">RUDN Journal of Sociology</journal-id><journal-title-group><journal-title xml:lang="en">RUDN Journal of Sociology</journal-title><trans-title-group xml:lang="ru"><trans-title>Вестник Российского университета дружбы народов. Серия: Социология</trans-title></trans-title-group></journal-title-group><issn publication-format="print">2313-2272</issn><issn publication-format="electronic">2408-8897</issn><publisher><publisher-name xml:lang="en">Peoples’ Friendship University of Russia named after Patrice Lumamba</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="publisher-id">24545</article-id><article-id pub-id-type="doi">10.22363/2313-2272-2020-20-3-681-693</article-id><article-categories><subj-group subj-group-type="toc-heading" xml:lang="en"><subject>Sociological lectures</subject></subj-group><subj-group subj-group-type="toc-heading" xml:lang="ru"><subject>Социологический лекторий</subject></subj-group><subj-group subj-group-type="article-type"><subject>Research Article</subject></subj-group></article-categories><title-group><article-title xml:lang="en">Gamification of business processes: Sociological analysis of the advanced management practices</article-title><trans-title-group xml:lang="ru"><trans-title>Геймификация бизнес-процессов: социологический анализ передовых управленческих практик</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author"><name-alternatives><name xml:lang="en"><surname>Dieva</surname><given-names>A. A</given-names></name><name xml:lang="ru"><surname>Диева</surname><given-names>Анна Александровна</given-names></name></name-alternatives><bio xml:lang="ru"><p>сотрудник Аппарата Правительства Российской Федерации</p></bio><email>anna.dieva@yandex.ru</email><xref ref-type="aff" rid="aff1"/></contrib></contrib-group><aff-alternatives id="aff1"><aff><institution xml:lang="en">Office of the Government of the Russian Federation</institution></aff><aff><institution xml:lang="ru">Аппарат Правительства Российской Федерации</institution></aff></aff-alternatives><pub-date date-type="pub" iso-8601-date="2020-12-15" publication-format="electronic"><day>15</day><month>12</month><year>2020</year></pub-date><volume>20</volume><issue>3</issue><issue-title xml:lang="en">VOL 20, NO3 (2020)</issue-title><issue-title xml:lang="ru">ТОМ 20, №3 (2020)</issue-title><fpage>681</fpage><lpage>693</lpage><history><date date-type="received" iso-8601-date="2020-09-11"><day>11</day><month>09</month><year>2020</year></date></history><permissions><copyright-statement xml:lang="en">Copyright ©; 2020, Dieva A.A.</copyright-statement><copyright-statement xml:lang="ru">Copyright ©; 2020, Диева А.А.</copyright-statement><copyright-year>2020</copyright-year><copyright-holder xml:lang="en">Dieva A.A.</copyright-holder><copyright-holder xml:lang="ru">Диева А.А.</copyright-holder><ali:free_to_read xmlns:ali="http://www.niso.org/schemas/ali/1.0/"/><license><ali:license_ref xmlns:ali="http://www.niso.org/schemas/ali/1.0/">http://creativecommons.org/licenses/by/4.0</ali:license_ref></license></permissions><self-uri xlink:href="https://journals.rudn.ru/sociology/article/view/24545">https://journals.rudn.ru/sociology/article/view/24545</self-uri><abstract xml:lang="en"><p>Gamification is a new management approach implying the use of computer games technologies in non-game contexts, particularly to improve motivation at work and efficiency of organizational processes. The key assumption is that introduction of game elements into the working routine can increase employees’ motivation, involvement, and loyalty. The first attempts of sociological reflection on gamification were based on the critical approach and concluded that this technology could only exacerbate inequalities, exploitation, and control. However, this claim remains unconfirmed, partially due to the fact that the available evidence was provided by the managerial research that focus mainly on the gamification efficiency. The article is based on the analysis of gamification projects in eight companies and aims at testing the claim of critical sociology that gamification is mainly a tool of control and exploitation. Today gamification is a multifunctional technology and solves different tasks: increases productivity and quality of work operations, stimulates organizational communications and knowledge transfer, learning, teambuilding, control, and employees’ loyalty. Gamification can have positive effects, but often they are short-term and accompanied by side effects. Generalization of the available data does not support the conclusions of critical sociology; however, in some cases, gamification is used to strengthen control and reinforce the structural inequality. The critical approach tends to underestimate the influence of institutional and sociocultural factors that make the company strive for a balance of actors’ interests, and employees’ strategic planning. Thus, gamification, despite its ambiguity, has a positive potential - it is capable of improving the quality of human and social capital.</p></abstract><trans-abstract xml:lang="ru"><p>Геймификация - новый управленческий подход, предполагающий использование технологий компьютерных игр в неигровых контекстах, в частности, для повышения эффективности труда и организационных процессов: считается, что привнесение игровых элементов в рутинную трудовую деятельность способно повысить мотивацию, вовлеченность и лояльность персонала. Первые попытки социологической рефлексии относительно практик геймификации отражали позицию критической социологии, т.е. констатировали, что эта технология усиливает неравенство, эксплуатацию и контроль. Однако достоверность этого вывода не подтверждена, в том числе потому, что основная масса эмпирических исследований выполнена в рамках менеджериального подхода, фокусирующегося на условиях эффективности геймифицированных бизнес-процессов. Статья основана на вторичном анализе результатов изучения опыта геймификации в восьми компаниях, призванном проверить тезис критической социологии о преимущественно эксплуатирующем характере новой технологии. В настоящее время геймификация является полифункциональной технологией, решающей различные задачи: повышение производительности труда, качества рабочих операций, организационных коммуникаций и трансфера знаний, обучение, командообразование, учет и контроль, обеспечение лояльности сотрудников. Геймификация способна оказывать положительное воздействие, но часто оно кратковременно и сопряжено с побочными эффектами. Обобщение материалов доступных кейсов не подтверждает выводы критической социологии, хотя в ряде случаев геймификация действительно используется для усиления контроля и воспроизводства структурного неравенства. Критическая социология недооценивает влияние институциональной и социокультурной среды, способствующее ориентации компаний на баланс интересов, а также способности работников к стратегическому планированию. Геймификация, при всей своей неоднозначности, обладает позитивным потенциалом - способна повысить качество человеческого и социального капитала.</p></trans-abstract><kwd-group xml:lang="en"><kwd>game</kwd><kwd>gamification</kwd><kwd>game technologies</kwd><kwd>management</kwd><kwd>business processes</kwd><kwd>social inequality</kwd><kwd>critical sociology</kwd></kwd-group><kwd-group xml:lang="ru"><kwd>игра</kwd><kwd>геймификация</kwd><kwd>игровые технологии</kwd><kwd>менеджмент</kwd><kwd>бизнес-процессы</kwd><kwd>социальное неравенство</kwd><kwd>критическая социология</kwd></kwd-group><funding-group/></article-meta></front><body></body><back><ref-list><ref id="B1"><label>1.</label><mixed-citation>Диева А.А. Социологическая модель анализа процессов геймификации в организациях // Государственное и муниципальное управление. Ученые записки СКАГС. 2018. № 1 / Dieva A.A. Sotsiologicheskaya model analiza protsessov geymifikatsii v organizatsiyakh [Sociological model of the organizational gamification analysis]. Gosudarstvennoe i Munitsipalnoe Upravlenie. Uchenye Zapiski SKAGS. 2018; 1 (In Russ.).</mixed-citation></ref><ref id="B2"><label>2.</label><mixed-citation>Цыплакова Е.О. Геймификация - мотивационная практика или механизм тотального контроля над трудовым процессом? // Экономическая социология. 2016. № 3 / Tsyplakova E.O. Geymifikatsiya - motivatsionnaya praktika ili mekhanizm totalnogo kontrolya nad trudovym protsessom? [Gamification - a motivation practice or a way to control the labor process?]. Ekonomicheskaya Sotsiologiya. 2016; 3 (In Russ.).</mixed-citation></ref><ref id="B3"><label>3.</label><mixed-citation>Azadegan A., Riedel J.C.K.H., Hauge J.B. Serious games adoption in corporate training. Proceedings of the 3rd International Conference on Serious Games Development and Applications. Bremen; 2012.</mixed-citation></ref><ref id="B4"><label>4.</label><mixed-citation>Burke B. Gamify: How Gamification Motivates People to Do Extraordinary Things. Brookline; 2014.</mixed-citation></ref><ref id="B5"><label>5.</label><mixed-citation>Chen E.T. The gamification as a resourceful tool to improve work performance. Gamification in Education and Business. Ed. by T. Reiners, L.C. Wood. Cham; 2015.</mixed-citation></ref><ref id="B6"><label>6.</label><mixed-citation>Deterding S., Dixon D., Khaled R., Nacke L. From game design elements to gamefullness: Defining ‘gamification’. Proceedings of the 15th International Academic MindTrek Conference “Envisioning Future Media Environments”. ACM; 2011.</mixed-citation></ref><ref id="B7"><label>7.</label><mixed-citation>Faria A.J., Nulsen R. Business simulation games: Current usage levels a ten years update. Developments in Business Simulation &amp; Experiential Exercises. 1996; 23.</mixed-citation></ref><ref id="B8"><label>8.</label><mixed-citation>Foucault M., Blanc X., Falleri J.-R., Storey M.-A. Fostering good coding practices through individual feedback and gamification: An industrial case study. Empirical Software Engineering. 2019. DOI: 10.1007/s10664-019-09719-4.</mixed-citation></ref><ref id="B9"><label>9.</label><mixed-citation>Gamification for Human Factors Integration: Social, Education, and Psychological Issues. Ed. by J. Bishop. Hershey; 2014.</mixed-citation></ref><ref id="B10"><label>10.</label><mixed-citation>Gamification in Education and Business. Ed. by T. Reiners, L.C. Wood. Cham; 2015.</mixed-citation></ref><ref id="B11"><label>11.</label><mixed-citation>Harteveld C., Bidarra R. Learning with games in a professional environment: A case study of a serious game about levee inspection. Proceedings of the 1st Learning with Games, 2007.</mixed-citation></ref><ref id="B12"><label>12.</label><mixed-citation>Huber S., Röpke K. How gamification can help companies to become more sustainable: A case study on ride sharing. Gamification in Education and Business. Ed. by T. Reiners, L.C. Wood. Cham; 2015.</mixed-citation></ref><ref id="B13"><label>13.</label><mixed-citation>Korn O. Industrial playgrounds. How gamification helps to enrich work for elderly or impaired persons in production. EICS 2012. Copenhagen; 2012.</mixed-citation></ref><ref id="B14"><label>14.</label><mixed-citation>Korn O., Funk M., Schmidt A. Towards a gamification of industrial production. A comparative study in sheltered work environments. EICS 2015. Duisburg; 2015.</mixed-citation></ref><ref id="B15"><label>15.</label><mixed-citation>Kultalahti S., Viitala R.L. Sufficient challenges and a weekend ahead - Generation Y describing motivation at work. Journal of Organizational Change Management. 2014; 27.</mixed-citation></ref><ref id="B16"><label>16.</label><mixed-citation>Rauch M. Best practices for using enterprise gamification to engage employees and customers. Human-Computer Interaction: Applications and Services. Ed. by M. Kurosu. Heidelberg; 2013.</mixed-citation></ref><ref id="B17"><label>17.</label><mixed-citation>Robson K., Plangger K., Kietzmann J.H., McCarthy I., Leyland P. Game on: Engaging customers and employees through gamification. Business Horizons. 2016; 59.</mixed-citation></ref><ref id="B18"><label>18.</label><mixed-citation>Routledge H. Why Games Are Good for Business: How to Leverage the Power of Serious Games, Gamification and Simulations. New York; 2016.</mixed-citation></ref><ref id="B19"><label>19.</label><mixed-citation>Russell F. I’m not playing: Gamification, mental illness, and neoliberal subjectivity. Journal for Cultural Research. 2018; 22 (4).</mixed-citation></ref><ref id="B20"><label>20.</label><mixed-citation>Seabon K., Fels D.I. Gamification in theory and action: A survey. International Journal of Human-Computer Studies. 2015; 74.</mixed-citation></ref><ref id="B21"><label>21.</label><mixed-citation>Smolen M. Gamification as creation of a social system. Gamification. Critical Approaches. Ed. by J. Kopec, K. Pacewicz. Warsaw; 2015.</mixed-citation></ref><ref id="B22"><label>22.</label><mixed-citation>Thom J., Millen D., DiMicco J. Removing gamification from an enterprise SNS. Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work. New York; 2012.</mixed-citation></ref><ref id="B23"><label>23.</label><mixed-citation>Watkins H.R. Business games in business. Operational Research. 1959; 10.</mixed-citation></ref><ref id="B24"><label>24.</label><mixed-citation>Webb E.N., Cantu A. Building internal enthusiasm for gamification in your organization. Human-Computer Interaction: Applications and Services. Ed. by M. Kurosu. Heidelberg; 2013.</mixed-citation></ref><ref id="B25"><label>25.</label><mixed-citation>Woodcock J., Johnson M.R. Gamification: What is it, and how to fight it. Sociological Review. 2017; 66 (3).</mixed-citation></ref></ref-list></back></article>
