The promise of learning through gaming at work

Katia Dupret*

*Corresponding author

Publikation: Bidrag til bog/antologi/rapportBidrag til bog/antologiForskningpeer review


A growing body of evidence suggests that games can help us learn, become motivated and engage with complex practices in the workplace through the compression of time, through specific processes of reflection and by mimicking difficult and at times taboo topics from real life (e.g. Deterding, Dixon, Khaled, & Nacke, 2011; Hamari, Koivisto, & Sarsa, 2014; Landers, 2019; Savignac, 2017). Strategically framing play in serious contexts is known as gamification (Deterding et al., 2011). Through the insight of real-life work dilemmas assembled through in-depth case study research about the future of work, a game has been developed to facilitate learning how to ensure thriving amidst agile organizing. The dilemmas used in the game awaken engagement and reflection among staff that have the potential of mirroring real life experiences (Brown, 2012). The game aims to give an emotional and cognitive insight into how agile organizing may affect well-being at work. The game dynamics offer an opportunity for gamers to prioritize choices to resolve dilemmas and invite them to engage in critical reflections around those choices and subsequent practices at their work place. The chapter discusses different aspects of learning while gaming and what this means in contemporary organizations (e.g. Bateson, 1972; 2000). Meanwhile, the chapter also reveals important points of concern in the use of gamification at work, as it potentially addresses serious dilemmas without having the organizational capacity to change real life practices and leaves them dealt with only superficially. The chapter concludes that gaming always has to be followed up by professional facilitation processes, not least to materialize change, and also to help see the politics behind gaming as a process of learning itself.
TitelCurrent practices in workplace and organizational learning : Revisiting the classics and advancing knowledge
RedaktørerBente Elkjær, Maja Marie Lotz, Niels Christian Mossfeldt Nickelsen
Antal sider20
ISBN (Trykt)9783030850593
ISBN (Elektronisk)9783030850609
StatusUdgivet - 2021


  • Organisatorisk læring
  • Bateson, Gregory
  • Gaming
  • spil
  • Arbejdsliv
  • fremtidens arbejdsliv

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