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Vicente Navarro-Adelantado
University of La Laguna, Spain
Abstract
Gamification faces an epistemological problem of game transversality presenting limits from the
playfulness. However, describing these limits is difficult if there is no interpretive model that
explain the transition between the game and the gamification. This work proposes a systemic
game–gamification model to understand the phenomenon of the gamification procedure. This
structural-functionalist and systemic model can respond to different fields interested in gamifica-
tion under the same elements and assume to serve as an interpretation only for this phenomenon’s
social reality from the complexity. Some risks of gamification are highlighted, such as isolating and
considering only some elements that do not even belong to the game, as is frequently the case with
the competition system, an issue that, in analogy with game-sport, becomes sportification.
Keywords
Game studies, gamification, ludology, model
Introduction
One of the most well-known studies in the modern study of games is ‘Homo Ludens: a study of the
play element in culture’ (Huizinga, 1984), which is the reference for some contemporary game
studies to propose the ‘rules of play’ (Salen and Zimmerman, 2004). Another relevant and classic
author in game studies, Roger Caillois, considered that ‘the play is an activity essentially free and
voluntary, rated and defined by space and time, uncertain in outcome, unproductive, governed by
rules, and make-believe instead of real-life’ (Caillois, 1967 [1958]). Both authors have profoundly
influenced the conception of the structural elements of play in game studies. Lately, these rules and
game elements applied to nongame contexts are defined as ‘gamification’ (Deterding et al., 2011).
Corresponding author:
Carina S González-González, Department of Computer Engineering and Systems, University of La Laguna, Tenerife 38293,
Spain.
Email: cjgonza@ull.edu.es
2 Convergence: The International Journal of Research into New Media Technologies XX(X)
Sociologist Zygmunt Bauman argues that play in our playful culture is no longer limited to
childhood but has become a lifelong attitude: ‘The mark of post-modern adulthood is the will-
ingness to embrace play wholeheartedly children do’ (Raessens, 2014). We can then say that play
has infantilized adults and adulterized childhood. Huizinga’s definition of play has met with three
main types of criticism. First, his definition would be universalist and essentialist in that it aims to
cover the immense variety of games and play. However, this could be countered by understanding
the six elements I have distinguished in Huizinga’s definition as a set of criteria that together
constitute a family resemblance in Wittgenstein’s sense. An activity belongs to the family of play
when it meets at least some of these characteristics. We believe that play’s characteristics –
pleasure, uncertainty, agreement-rules, and unproductiveness – must be given simultaneously to
identify an activity as play (Navarro, 2002). According to Raessens (2014), Huizinga does not do
justice to the game’s ambiguity (Sutton-Smith, 1997), precisely its specific definition. For us, the
game’s ambiguity is one more argument to look for a General Game Theory. Thus, we present a
gamification system that makes us understand how games are articulated among themselves,
reducing the game-playing complexity and opening a route in the absent General Game Theory
(Fuchs et al., 2014).
For Huizinga, there is almost no game in modern culture, and one of the main reasons for the
disappearance of the game, he argues, is the emergence of technology (Raessens, 2006). We can
think that the video game is based on the struggle of confrontation and meritorious prizes. Also
seen as an e-sport, and sport (sportification) would be two of these ‘new’ ways of playing in the
21st century, which, for Huizinga, would not be game, or would be so with much debate.
However, if we observed the work of Huizinga, we can say that he was a panludist. However,
he would not be a gamifier because, although he understood that the game was present in other
organizational aspects of life as a promoter of culture, he could not conceive it in a partial way
and with interests outside the playful. He argued that play postpones utility and that taking the
playful factor to increase performance turns the game into something serious (Huizinga, 1984).
Nevertheless, what remains of the game when we are gamifying? We need to specify the limits
of the gamification regarding the game. For this purpose, both concepts and their contributions to a
theoretical framework and its procedures need to be defined.
The gamification process consists of creating new activity from the elements of the game that
are transposed (Zichermann and Cunningham, 2011). However, this process has its limits; even
though the ‘game’ is not fully taken entirely, the user does not give up perceiving a full and fun
activity (Järvinen, 2008). Besides, Fuchs et al. (2014) invited to rethink gamification and think
outside the box. Deterding (2014) proposed abandoning ‘a narrow, atomistic, decontextualized
notion of gamification as the implementation of technical design elements’. He suggested viewing
the extensive systems and contexts, such as social situations, frames, meanings, norms, practices,
and affordances as actor–environment relations. Also, he proposed the ‘Eudaimonic Design’ of the
gamification, following Aristotle’s idea of ‘eudaimonia’ (autotelic, self-determined activity and
excellence and own joy). Therefore, for him, play is the typical accomplishment of eudaemonia.
Thus, some of the questions in this article are the following: what is the limit of transferring the
game elements to another human activity as a reductionist procedure concerning what we
understand as a game? What elements of the game are more gamified, and why? Is it possible to
form a playful-gamifying system? When does gamification satisfy everyone the most? Where are
the limits of gamification? Do we call gamification to ‘sportification’? or Does each gamification
refer to the social organization’s specific criteria that give it coverage and relevance?
González-González and Navarro-Adelantado 3
This article intends to address these questions and objectifies the gamification regarding its
relationship to the game.
contexts of the person and society. Consequently, we can analyze how the game moves away or
approach to the gamification limits.
them can be identified in the different structures and systems that support the game (communi-
cation network, brand interaction network, score system, role systems, and sub-role system1).
Function constitutes the system’s dynamic process (Parsons, 1951) because it fulfills the role
expectations and shows the system’s changing character. Finally, aesthetics shapes the connection
of the game with the person. It represents the person’s experience and expression, emotionality,
and narrative surrounding them through an idea’s character or personification (Marczewski, 2015).
Beyond the person, it is the society that opens the door to interactions, just describing environ-
ments where relationships acquire shared meaning with others (groups, institutions), with culture
being the deepest level of meaning. With different levels of relationships and rules of order and
operation, the structure and function constitute a systemic model to face gamification.
Usually, however, many components and principles of gamification design are taken in various
game structures. These elements have been widely described and studied by different authors, from
a pure game design perspective (Salen and Zimmerman, 2004; Shell, 2008) to application in
nongame contexts (Marczewski, 2013; Werbach and Hunter, 2012; Zichermann and Cunningham,
2011). Therefore, the need for a formal and recognized proposal in-game design led to developing
the formal frameworks, such as MDA (Mechanics, Dynamics, and Aesthetics) (Hunicke et al.,
2004). The MDA framework analyzes the player’s game process in three parts: (a) rules, (b)
system, and (c) fun. These parts of the player experience correspond to the video game design
process from the designer’s perspective: (a) mechanics, (b) dynamics, and (c) aesthetics. We can
see how the structural elements of the game are found in the mechanics (rules as guidelines of
order) and dynamics (interaction system), and how in the player’s playful experience, we find
aesthetics (fun experience). Under the category of aesthetics are a set of elements of the playful
experience, such as sensation (game as pleasure of sense), fantasy (game as simulation), narrative
(game as drama), challenge (game as obstacle course), companionship (game as a social frame-
work), discovery (game as unexplored territory), expression (game as self-discovery), and
recreation (game as a hobby). Aesthetics can be understood as the components of the playful
experience; for the players, it is the end in itself of the game (autotelic), but, for the designers, they
are the responses or emotional states that they want to provoke in the players through the use of the
dynamics and mechanics of the game (Kim, 2015). In this sense, different gamification design
frameworks try to help and guide designers in designing playful experiences (Hamari and Eranti,
2011; Mora et al., 2017).
In the proposed model, this transition between mechanics, dynamics, and aesthetics establishes
the rules with two levels. The first level orders relationships between game mechanics that do not
allude to the person and relate ontic elements of the game (Santos, 2015). On a second level, the
rules are constructed in symbolic narrative form or practical social relations. Both are rules, the
first being (relationships of ontic elements), sometimes, a technical relationship required to
establish support on which the person will act (e.g. a space that separates, a scene of adventure).
However, the second norms are the right projections of the rules because they give meaning and
value to the behavior. It should be clarified that these last rules are of great significance in the
model since they connect with society and culture. At the first level, these rules describe the
relationships of elements that exclude the person. At the second level, the relationships contain
reciprocal interaction and are carriers of shared sociocultural meaning. They describe the condi-
tions and limits of the person’s actions as such. At this last level, institutions guide the designer’s
actions through values, which are the crux of the cultural question since it implies a system of
symbols in continuous transformation (sometimes since the crisis of one of them). From the
designer’s point of view, in this model, the person frames his action concerning different game
8 Convergence: The International Journal of Research into New Media Technologies XX(X)
elements, taking into account the symbolic and the social relations sought; consequently, the
connection between the elements, the context, and the value is established.
For gamification, it is needed to think as a ‘game designer’. That means the designer should
consider the interaction between elements, the context, and the values for the society. Let us think
about how this responsibility fits into some video game designs. For instance, Fortnite 2019 (Gil
et al., 2019) shows characters’ reciprocity based on hunter and prey’s roles. It is framed in violent
action, and with a status for an accumulation of results, set in a battle royal of human hunting, with
a childish aesthetic of cartoons, and a predatory elitist social construction around a dominant
violence value.
From the proposed model, to gamify an element or a relation of elements is extracted, resorting
to the game more openly or partially, but respecting systemic relations at different levels.
Therefore, it is assumed that any model adopted is not neutral when designing a game or a video
game or any activity, so any design is not neutral either because everything carries a value burden
in society.
STRUCTURE
FUNCTION
Task completed
With completion Activation of rebalances to keep the game alive
Limited time
Time
Without completion Duration stability Without conclusion
Action time Temporary adaptation to the task Resolution time
Identification with the characters Character functions
Symbolic plot Script Projection of an idea that is
The personification of an idea
transmitted
Communication functions
Motor communication network Communication relationship* Desire and conditions to exercise solidarity,
(know, relate, express, and live
(Parlebas, 1981, 1988: 215) Networks of communication** rivalry, or ambivalence
the experience through play)
Antagonistic: The success of a player or side wins Personal satisfaction of achievement in the final The function of recording the
Score trade interaction network
in the result while the opponent loses it. result (score) in a confrontational situation; achievement in the final result
(Parlebas, 1981: 200)
Cooperative: The game is won by cooperatively satisfaction of achievement in the result in a (score)
(continued)
9
10
Table 1. (continued)
Gamification
Reference for the game Game mechanics Game dynamics Reference for the game
(communication interaction that is hitting a single side. collaborative situation of own contribution to
taken into account in the score Mixed: Antagonistic and cooperative score trade others; or its equivalent version but in a
interactions occur (e.g. basketball) simultaneous confrontation with cooperation
and opposition that produces a result in the
score.
Fantasy Introjected (internalization,
Challenges The desire for exploration (discovery) sensations),
Collaborative action (fellowship) Expression Motivation, Emotions,
Unlocking and opening (towards discovery) Recreation (entertainment) Identification with the role,
Role and function of the character Role expectations
PERSON
PERSON
INSTITUTION
INSTITUTION
*Communication relationship:
– No interaction
– With interaction: opposition, cooperation, cooperation, and opposition.
**Communication networks (exclusive, ambivalent)
– Exclusive-stable: (rivalry or solidarity)
1. exclusive of individuals, teams
2. exclusive (machine-player or two players face each other) with symmetrical or asymmetric duel; n-exclusive (many players independently oppose themselves through the machine
or with each other). n-exclusive teams (n > 2)
– Exclusive-unstable: the rule regulates the change of sides:
Exchange: the change of sides is reversed according to the development of the game.
Convergent: the change of sides reverses the network concerning its initial disposition.
Fluctuating: the change of equipment arises, at a particular moment, in a random way.
– Ambivalent-stable: three or more individuals or teams face each other.
– Ambivalent-unstable: the rule regulates the change of role by which solidarity or rivalry can be exercised (permutant), and the rule allows a player’s will to place him in a role by which he
exercises solidarity or (fluctuating) rivalry.
González-González and Navarro-Adelantado 11
Dimensions Communication
Communication network (exclusive, ambivalent)
Type of relationship
Interaction
Mark (score, award, task [achievement, goal], record memory [rankings]
Role system (result in the brand)
Symbolic
Plot (characters, personification on an object)
Person
Perception of the protagonist of the activity
Emotions triggered (observed or declared)
Satisfaction with the role played
Institution
Group (group promotion of the members regarding their roles in the institutional
framework)
Organization of the group(s) (interaction in the logic of the institution’s norms and values)
Internal criteria (in correspondence with the goals and objectives of the institution)
gamifying an activity, it causes the system to place the limits of gamification where there should
not be. For example, in some cases, it is intended to include a video game designed for enter-
tainment in the educational field without considering that it must be adapted to curricular purposes
using didactic strategies.
(Hamari et al., 2014; Nacke and Deterding, 2017). The utilitarian discourse triumphs focused on
why not take advantage of the game to motivate people in their hard work, be loyal, compensate or
liven up the learning task, solve problems, or maximize an activity. What is the validity criterion
when gamifying? It seems to be perceived inertia to transfer the game outside the original
environment. It acquired its meaning from different criteria specific to each sector (market, edu-
cation, health, company, etc.), more or less consistent with the human activity that takes as a
reference.
We perceive four indissoluble criteria in gamification: loyalty, entertainer, enhancer, and peda-
gogical. Loyalty is an idea followed by companies to improve their clients’ adherence and organize
memory records of their employees’ results. According to Gartner (2015), in 2015, 70% of com-
panies gamified their challenges about their customers and their employees. Currently, this gami-
fying habit is becoming more and more consolidated in this sector. The resources most used under
this criterion are PBL (points, badges, and leaderboards) (Nacke and Deterding, 2017). The enter-
tainment is perhaps the most lucid criteria because it seeks to make the activity pleasant, friendly, and
pleasant, like the gamification used in events (Moise and Cruceru, 2014). The video game includes
the criteria of enhancer, as it seeks to create game mechanics conducive to optimizing the player’s
playful experience. The pedagogical criterion transfers gamification to activities with a formative
sense (González et al., 2016). However, most gamification aims to transform a situation by revealing
its positive meaning for behavior or life in general; that is, it traces a user’s pedagogical path.
The four criteria have a useful meeting point. However, efficiency hinders the player’s expe-
rience, which is assured in the authentic game. This transposition line should not be crossed
because the person is, hierarchically, the most relevant element of the system. Loyalty, enter-
tainment, empowerment, and pedagogy constitute an ideal of the gamification strategy that
involves interacting with the person without losing the social reference. Raising the interaction in a
situation close to the game is a challenge for the gamification and a commitment to its quality.
Interaction humanizes gamification when it seeks to unleash positive emotions in people with
the activity. So, when it comes to unleashing emotions, when is the person most predisposed? In a
more complete game, even with a win or lose results system, the player has a procedural experience
covering the entire spectrum of emotions. In the world of gamification, the player experience has
had a strong meaning, an experience that has a before and after, which is directed toward the
desired result. The game tells us that emotions are always positive for all players when they
identify with the process and not with the product. The nuance that marks the limit of the gami-
fication is in understanding that the core of meaning is not in the experience but the experience,
that is, in vivifying the experience and experiencing the emotions and the process. In this sense, the
experience is the person’s emotion (user, player, client, employee, etc.), that is, and as an analogy:
the player’s pleasure when playing. The process is the core of the person’s pleasure in the gamified
activity because it is available to everyone and not only for those who obtain a particular result.
Gamify the process and not only the result giving quality to the interaction
Indeed, the experience of play is twofold: process–result. Gamification is less fortunate when it
focuses more on the result, which is a part of the experience, linking recognitions and awards as
record memories. People who are not rewarded for their work develop fewer positive emotions and
are more vulnerable to demotivation. The key is to assess the process, and this is a prerogative of
the complete game world that gamification would always have to assume and include in its
practical version.
González-González and Navarro-Adelantado 13
However, the process and result do not receive the same treatment when they are gamified. The
process is common to all games, and the product is typical of all games based on rules and has a
completion. However, the product is built in two versions: with or without registration. The first is
based on explicitly leaving others a memory in the form of points or a result system; some games
do not accumulate records and use only the successes of each situation (touching an opponent in a
chasing game and changing the role, continuing in a situation). This indicates the validity of the
process for fun and its emotional consequences, and what is more important: that the emotions and
states that unleash the player while playing are not exclusive to obtaining a product or final result;
likewise, it validates the process of experiencing emotions. This emotional experience has an
enhancer in interaction because it establishes reciprocity in communication and opens the door to
interactive quality.
The interaction is more robust and effective according to their reciprocal relationships, the more
emotions the communication unleashes because they can be shared. When an interaction occurs
between a person and an institution indirectly or with a computerized emitter–receiver, it becomes
weaker. It is more likely to be on the limits of gamification. The explanation for this could be that
the emotions do not emerge directly in the interactions but in a delayed or remote-controlled way.
Thus, it is a weak interaction to gamify the quality of care provided by an employee of a
department store when the customer’s assessment does not include the interaction between the
employee and the buyer – only that of the buyer – more beyond marking an emoticon on a screen,
hidden from the employee.
So, giving quality to gamification is giving proximity to interaction, taking a more humane
model in which there is a flow of emotions associated with moments of the gamification expe-
rience. The moment most like the human game model is the process, without compromising adding
the result, but not just the result. Therefore, it is necessary to identify which emotions correspond to
the process.
By gamifying more, the process, and less the result, by establishing a more human and less
deferred interaction, thanks to the emotional resource, we get closer to the concept of play, which is
autotelic (Csikszentmihalyi, 1997). Looking for a more humanized interaction means not leaving
this relationship in the channels and media’s distance. It is about the person internalizing an
experience and personifying it in a role because it is the only one who gives meaning to the
gamified proposal.
emanate from its structure, function, perspective of the person, and institutions’ goals and
objectives. The distancing supposes weak gamification because it reduces the construction of
a project of meanings for the person.
From the gamification point of view, promoting the game in a sportsmanlike way (Parlebas,
2001: 131) defines a limit in favor of sport. In this sports process, the nuances of the concept
‘game’ do not help, which can mean both ‘game’ and ‘sport’. However, in the previous analysis, it
has been seen how there are elements susceptible to gamification that are not characteristic of the
game but are of sport. Hence, ‘gamification’ is a concept somewhat contaminated by the hege-
monic sociocultural vision of sport over the game (Elias and Dunning, 1986; Parlebas, 1988).
As a phenomenon, the game includes the symbolic game and the game with rules, while the
sport is only a game with rules; the game uses sufficient rules to play and are only for the
development of the game, while the sport incorporates a codification of the rules aimed at sanc-
tions and a competition system that extends beyond the development of the game itself. Fur-
thermore, the game has a greater balance between process and product, while the sport focuses on
the product, always reverting to the value of the result. By gamifying, a sportive approach
is removed from the game compared to a gamified proposal. This argument fills a part of the empty
space between the paidea and ludus poles of Caillois (1967), although it is also true that many
traditional adult games behave like sports. In this sense, gamification from the ludus of Caillois is
to move away from the most satisfying game for the person. However, it is feasible to gamify under
the premises of ludus-sport, but it is less available to everyone.
The weak side of gamification is when, in the name of a gamification cause, the recreational line
is crossed to enter the sport. Sport differs from the game in that it highlights the maximum dif-
ference between opponents and includes a competition system that is implemented outside of what
is obtained during the practice of the activity itself. We see this sporty vision against the gami-
fication in the example of the ranking of workers who can make more beds in hotels or who make
more sales in a chain of stores. Wild competition creates great stress for workers because it subjects
them to a competitive system fueled by the demand for job performance, without expectations of
everyone’s role. After all, the model followed is very selective. It is also sportification and not
gamification to establish categories on a company’s customer cards according to the level of
purchases with the silver, gold, and platinum levels because it is to resort to the promotion of status
that follows from the analogy of sports excellence. The difference between gamification and
sportification is clear, and it should be not taking one for the other.
Conclusions
Undoubtedly, in the construction of ludology, gamification has its theoretical background for debate.
Little progress has been made in constructing the disciplinary transversality of gamification, which
requires some coherent model to concretize its discourse. The limits of gamification are part of this
problem.
Gamification has limits on its centrifugal path away from the idea of the game. We have pos-
tulated a centripetal gamification correction that brings it a little closer to a more complete game.
When gamifying, it is necessary to do it based on some model capable of giving theoretical
coherence to the set of elements brought together. For this, in this article, a structural-functional,
systemic model has been exposed, articulating the elements and their relationships. The link between
mechanics and game dynamics is constituted by the role, which is the protagonist of the system’s
interaction, linking the dimensions of communication, interaction, symbolism, person, and
González-González and Navarro-Adelantado 15
institution. The role is the cause of the system opening outwards and inwards and integrates the
person in a place of relevance in the interaction. It is also activated in the group when it comes to
institutions.
Extracting elements of the game without a more global playful pretense is to be at the limits of
gamification; likewise, if gamification is left at the tool or resource level and the interaction is
forgotten, it loses meaning in a playful system. By gamifying and isolating elements, there is a risk
of focusing gamification on particular aspects that do not even belong to the game’s core. It occurs
with the competition system, an issue that, in analogy with game-sport, becomes more than
gamification in sportification.
The model that we have presented is a theoretical model that equally describes the territory of
gamification. Furthermore, the cultural tendencies are those that deviate or focus the use and
practice of it through the conceptions and/or interests of the groups and institutions. Perhaps with
significant influence of the video game and its guidelines, the culture is shown to us in the current
gamification, but the model presented in this article is a complete description of the options
available to us to focus on gamification in all its amplitude.
Gamification teaches us that the game has enormous potential to interest the human being but to
lose sight of its origin is not to consider the weight that the person has in the game–gamification
system and how it is articulated systemically. Therefore, motivating the person is achieved by
approaching the game and, undoubtedly and more effectively, by the game itself.
Ludology is shown as a discipline that, perhaps, has encountered the vast problems of being a
multifaceted game that accompanies and interests the human being throughout their life. It is
unlikely that gamification can grow outside the game’s theoretical sphere. Hence, it needs to be
approached as a complex system that validates its transversality. In fairness, although Huizinga
was the fruit of his time, it is likely that, in current reality, he shared the gamification not far from
the game and with playful coherence.
ORCID iD
Carina S González-González https://orcid.org/0000-0001-5939-9544
Note
1. Actions linked to each role
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Author biographies
Carina S González-González is a Full Professor at the Department of Computer Engineering and Systems at
University of La Laguna (ULL). Ph.D. in Computer Science (2001) and Social Science and Education (2020).
For over 20 years she has focused on the field of the technologies applied to education and human-computer
18 Convergence: The International Journal of Research into New Media Technologies XX(X)
interaction (intelligent tutoring systems, intelligent interfaces, human-centered design, UX, serious games,
gamification, eLearning, digital culture). She has published widely on these topics. She also has been the
director of the Master in Creation of Videogames (UOC-ULL) and she is the head of the Interaction,
Education and Technology Research Group, and the Digital Culture chair at the University of La Laguna.
ORCID https://orcid.org/0000-0001-5939-9544.
Vicente Navarro-Adelantado is a Professor in the Department of Specific Didactics at the University of La
Laguna (ULL). Ph.D in Physical Education (1995). For 30 years he has focused his research on motor play
(sports game, traditional game, motor triad, motor game design, physical education), with accredited publi-
cations and research projects. He is a member of the Teaching Research and Innovation Group in Physical
Activity and Sport at the University of La Laguna. He has published widely in the area of game studies and
motor games. ORCID: https://orcid.org/0000-0001-9732-2492.