2026
Paradox in the process of gamification and its consequences within the play-game-sport triad
HURYCH, EmanuelZákladní údaje
Originální název
Paradox in the process of gamification and its consequences within the play-game-sport triad
Autoři
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
UT WoS
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.