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Seduction as control: Gamification at Foursquare
Management Accounting Research ( IF 4.344 ) Pub Date : 2021-08-19 , DOI: 10.1016/j.mar.2021.100765
Chris Chapman 1 , Wai Fong Chua 2 , Tanya Fiedler 3
Affiliation  

Post-disciplinary accounting research has drawn attention to the potential for technologies such as big data analytics and social media to enact new forms of surveillance and control, thereby transforming work, identity and producing anxiety. This paper explores these concerns in the context of the growing popularity of the use of game design elements in non-game settings (gamification). By drawing on Baudrillard’s (1990) theorisation of seduction, this paper argues that gamification, as seduction, is a mode of post-disciplinary control. We develop our analysis through an illustrative case of Foursquare, a gamified location-based platform organisation. We show how Foursquare exercises control; seducing its users by creating a communal, gamified milieu of symbolic exchange which is distinct from but connected to the commodity exchanges that underpin its business model. Gamification seduces users to play, travel and ‘arrange’ their bodies in particular temporal and spatial settings in exchange for the virtual rewards, feelings of pleasure, and sense of community gamification affects. In playing, users have fun, become part of an online community, give of their bodily work and associated biodata, and so they drive commodity exchange and the production of economic value for Foursquare and its partners.



中文翻译:

诱惑作为控制:Foursquare 的游戏化

后学科会计研究引起了人们对大数据分析和社交媒体等技术实施新形式的监视和控制,从而改变工作、身份和产生焦虑的潜力的关注。本文在非游戏设置(游戏化)中使用游戏设计元素日益流行的背景下探讨了这些问题。通过借鉴 Baudrillard (1990) 的诱惑理论,本文认为游戏化作为诱惑是一种后学科控制模式。我们通过 Foursquare 的一个说明性案例展开我们的分析,Foursquare 是一个游戏化的基于位置的平台组织。我们展示了 Foursquare 如何行使控制权;通过创建一个社区来吸引用户,象征性交换的游戏化环境,不同于支撑其商业模式的商品交换,但又与之相关联。游戏化引诱用户在特定的时间和空间环境中玩耍、旅行和“安排”他们的身体,以换取虚拟奖励、愉悦感和社区游戏化影响的感觉。在游戏中,用户获得乐趣,成为在线社区的一部分,提供他们的身体工作和相关的生物数据,从而推动商品交换和为 Foursquare 及其合作伙伴创造经济价值。

更新日期:2021-08-19
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