Research

The Origins of the Gamification Process: The case of Pre-industrial Societies

The Origins of the Gamification Process: The case of Pre-industrial Societies

The Origins of the Gamification Process: The case of Pre-industrial Societies

The Origins of the Gamification Process: The case of Pre-industrial Societies

Elisabeth Belmas

Abstract

“The concept of gamification applies to the use of gaming mechanisms in non-play areas, namely, learning situations, work or social networks. Sports games helped to prepare the noble students for their futures as soldier and courtesans that awaited them. As an exercise game that required skill and endurance, court tennis was adapted to the military training of the nobility. Recent studies have shown that a mathematical culture of play as a form and norm of social life developed as early as the 15th and 16th Centuries. In contrast to moralists who saw alea games as an individual and collective trap, mathematicians of the time saw them as a reduced model of universal chance. While playing and knowing that they were playing, children, mathematicians and social elites of modern times acquired knowledge, techniques, moral and intellectual values that the playful vector made more attractive.”.

Reference

Belmas, E. (2021). The Origins of the Gamification Process: The case of Pre‐industrial Societies. The Gamification of Society, 2, 47-65. https://onlinelibrary.wiley.com/doi/abs/10.1002/9781119821557.ch3

Keywords 

Gamification, learning, students