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Author

Roger Caillois

Bio: Roger Caillois is an academic researcher. The author has contributed to research in topics: Dream & Ignorance. The author has an hindex of 14, co-authored 55 publications receiving 3224 citations.


Papers
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Journal ArticleDOI
01 Dec 1967

4 citations

Book
01 Jan 1970

3 citations


Cited by
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Proceedings ArticleDOI
28 Sep 2011
TL;DR: A definition of "gamification" is proposed as the use of game design elements in non-game contexts and it is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena.
Abstract: Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as "gamification", this trend connects to a sizeable body of existing concepts and research in human-computer interaction and game studies, such as serious games, pervasive games, alternate reality games, or playful design. However, it is not clear how "gamification" relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate "gamification" and the historical origins of the term in relation to precursors and similar concepts. It is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of "gamification" as the use of game design elements in non-game contexts.

5,861 citations

Journal ArticleDOI
TL;DR: An input-processoutput model of instructional games and learning is presented that elaborates the key features of games that are of interest from an instructional perspective; the game cycle of user judgments, behavior, and feedback that is a hallmark of engagement in game play; and the types of learning outcomes that can be achieved.
Abstract: Although most agree that games can be engaging and that games can be instructive, there is little consensus regarding the essential characteristics of instructional games. Implicit in the research literature is the notion that if we pair instructional content with certain game features, we can harness the power of games to engage users and achieve desired instructional goals. In this article, the authors present an input-process- output model of instructional games and learning that elaborates (a) the key features of games that are of interest from an instructional perspective; (b) the game cycle of user judgments, behavior, and feedback that is a hallmark of engagement in game play; and (c) the types of learning outcomes that can be achieved. The authors discuss the implications of this approach for the design and implementation of effective instruc- tional games.

2,794 citations

Proceedings ArticleDOI
03 Oct 2012
TL;DR: A new definition for gamification is proposed, which emphases the experiential nature of games and gamification, instead of the systemic understanding, and ties this definition to theory from service marketing because majority of gamification implementations aim towards goals of marketing, which brings to the discussion the notion of how customer / user is always ultimately the creator of value.
Abstract: During recent years "gamification" has gained significant attention among practitioners and game scholars. However, the current understanding of gamification has been solely based on the act of adding systemic game elements into services. In this paper, we propose a new definition for gamification, which emphases the experiential nature of games and gamification, instead of the systemic understanding. Furthermore, we tie this definition to theory from service marketing because majority of gamification implementations aim towards goals of marketing, which brings to the discussion the notion of how customer / user is always ultimately the creator of value. Since now, the main venue for academic discussion on gamification has mainly been the HCI community. We find it relevant both for industry practitioners as well as for academics to study how gamification can fit in the body of knowledge of existing service literature because the goals and the means of gamification and marketing have a significant overlap.

1,148 citations

Journal ArticleDOI
TL;DR: The concept of edgework highlights the most sociologically relevant features of voluntary risk taking, while the connections between various aspects of risk-taking behaviour and structural characteristic of modern American society at both the micro and macro levels as discussed by the authors.
Abstract: While there seems to be general agreement among members of contemporary American society about the value of reducing threats to individual well-being, there are may who actively seek experiences that involve a high potential for personal injury or death. High-risk sports such as hang gliding, skydiving, scuba diving, rock climbing, and the like have enjoyed unprecedented growth in the past several decades even as political institutions in Western societies have sought to reduce the risks of injury in the workplace and elsewhere. The contradiction between the public agenda to reduce the risk of injury and death and the private agenda to increase such risks deserves th attention of sociologists. A literature review is presented that points to a number of shortcomings in existing studies, most of which are associated with the psychological reductionism that predominates in this area of study. An effort is made to provide a sociological account of voluntary risk taking by (1) introducing a new classifying concept- edgework-based on numerous themes emerging from primary and secondary data on risk taking and (2) explaining edgework in terms of the newly emerging social psychological perspective produced from the synthesis of the Marxian and Meadian frameworks. The concept of edgework highlights the most sociologically relevant features of voluntary risk taking, while the connections between various aspects of risk-taking behaviour and structural characteristic of modern American society at both the micro and macro levels. This approach ties together such factors as political economic variables, at one end of the continuum, and individual sensations and feelings, at the other end.

1,064 citations

Book
19 May 1994
TL;DR: In this paper, the authors discuss the Suburbanization of the public sphere and the Tele-Technological System 5. Television and Consumption 6. On the Audience 7. Television, Ontology and the Transitional Object
Abstract: 1. Television, Ontology and the Transitional Object 2. Television and a Place Called Home 3. The Suburbanization of the Public Sphere 4. The Tele-Technological System 5. Television and Consumption 6. On the Audience 7. Television, Technology and Everyday Life References

1,027 citations