Paradox in the process of gamification and its consequences within the play-game-sport triad
| Autoři | |
|---|---|
| Rok publikování | 2026 |
| Druh | Článek v odborném periodiku |
| Časopis / Zdroj | JOURNAL OF THE PHILOSOPHY OF SPORT |
| Fakulta / Pracoviště MU | |
| Citace | |
| www | https://www.tandfonline.com/doi/full/10.1080/00948705.2026.2627976 |
| Doi | https://doi.org/10.1080/00948705.2026.2627976 |
| Klíčová slova | To gamify; paradox of gamification; sports applications; game versus play; playful versus gameful |
| Popis | Gamification is commonly defined as the use of game-derived elements in non-game contexts. This instrumental definition, however, does not fully explain why gamified activities often acquire playful or gameful characteristics despite not being designed as games. Drawing on the philosophy of sport and the conceptual triad of play-game-sport, this article examines this tension and argues that gamification contains a structural paradox: game-derived elements are introduced for instrumental purposes, yet they frequently elicit ludic attitudes that reshape the activity beyond the designer's intent. The paper first clarifies key terms related to play, games, sport, and gamification, and then analyses how game-derived structures can unintentionally generate simplified games or proto-sports, especially within contemporary movement practices shaped by digital self-tracking and training environments. Understanding this tension offers a more precise conceptual basis for examining how gamification transforms agency, meaning, and normativity in sport and physical activity. |