J 2026

Paradox in the process of gamification and its consequences within the play-game-sport triad

HURYCH, Emanuel

Základní údaje

Originální název

Paradox in the process of gamification and its consequences within the play-game-sport triad

Vydání

JOURNAL OF THE PHILOSOPHY OF SPORT, UNITED STATES, ROUTLEDGE JOURNALS, TAYLOR & FRANCIS LTD, 2026, 0094-8705

Další údaje

Jazyk

angličtina

Typ výsledku

Článek v odborném periodiku

Obor

50902 Social sciences, interdisciplinary

Stát vydavatele

Česká republika

Utajení

není předmětem státního či obchodního tajemství

Odkazy

Impakt faktor

Impact factor: 1.700 v roce 2024

Označené pro přenos do RIV

Ano

Organizační jednotka

Fakulta sportovních studií

EID Scopus

Klíčová slova anglicky

To gamify; paradox of gamification; sports applications; game versus play; playful versus gameful
Změněno: 9. 3. 2026 13:41, doc. PaedDr. Emanuel Hurych, Ph.D.

Anotace

V originále

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.