CSM 2017 - Stream Proposal Playing games: ethics and emotions at work Description Huizinga suggests that games and play are primordial. From the ‘simulation’ of a hunt on the walls of a cave at Lascaux or Altamira to the millions assiduously chasing a Tauros in the game of Pokemon GO, we see a myriad of manifestations and purposes of play. Playfulness is advanced as a fundamental aspect of creativity. The phrase ‘playing games’ can assume meanings from light-hearted social trivia to the darker aspects of human behaviour in corporate politics. Roy and Burawoy have offered an interpretation of game playing at work as a subtle means of resistance on the part of piece workers, but one where the rules of the game being played are a tool of control on the part of management. The past 20 years have seen an explosion in game playing across society. Field sports like football occupy a growing part of media reportage, sometimes to the exclusion of standard news reports. We have seen the growth of a massive video game industry as the technologies developed to support it. More recently, beginning with the German inspired genre of ‘Eurogame’, there has been a remarkable resurgence of invention in ‘traditional’ physical board games. This is exemplified by the recent opening in many cities of board game cafes, where families and friends meet to socialise and play. Both of these developments parallel, but are separate from, the idea of ‘gamification’ that has appeared in the educational community as an addition to the tools and methods of teaching and learning. Firms have begun to appear, like Uber or Deliveroo, that have little more apparent substance than an app on a smartphone, that own no infrastructure or traditional assets, and have little relationship, personal or legal, with the people who work for them. The financial industry must now consider the potential of a peer to peer ledger technology (as currently exemplified by Bitcoin) that some predictions say will entirely revolutionise that industry and render banks (as physical structures) redundant within twenty years. The more the physical infrastructure disappears the more we seem to inhabit a virtual game-like world. Does the playful term ‘gig economy’ fully capture its implications? How far may this process proceed, and what kind of effects might it have on our society? This thread offers the opportunity to consider aspects of the study of human relations and organisation studies from a perspective that the discipline has largely ignored: that of play, the purpose of play, and games. Metaphors of game and play abound in the literature, yet the deeper implications of the use of these terms—social, ethical or political—have either been dismissed or only superficially explored. Suggested topics and areas of interest ● Traditional distinctions between work and non-work (play/games) ● Organisations like Google that integrate games and play into the work context ● The ethics of games. Games have there own ethic – e.g. bluffing is okay in poker – while more general ethical concepts can be seen as emergent phenomena that emerge through gameplaying but transcend particular games ● The link between games and theory ● Games and money/currencies; Bitcoin as a game ● Affect and emotion as central to games; ways to bed these deeper into organisation studies ● Games in teaching (role-playing games) ● Academic games ● Casino capitalism ● Games and the carnivalesque ● Gamification as a phenomenon of interest ● Games and temporality - the construction of time through game; long and short games ● The performativity of games The proposed theme of this stream is relatively novel (and open) and this makes it difficult to predict the scale of responses. However, the subject matter is current and important, and the subthemes it embraces highly relevant to the future of our discipline. We anticipate that it is likely to prove of particular interest to doctoral students, to technology graduates and to scholars working in the area of change and innovation. Indicative Bibliography Burawoy, Michael (1979) Manufacturing consent: Changes in the labor process under monopoly capitalism. University of Chicago Press. Caillois, Roger and Barash, Meyer (1961/2001) Man, play, and games. Urbana: University of Illinois Press. Csikszentmihalyi, Mihaly and Csikszentmihalyi, Isabella Selega (1975) Beyond boredom and anxiety: The experience of play in work and games. San Francisco: Jossey-Bass. Flanagan, Mary and Nissenbaum, Helen Fay (2014) Values at play in digital games. Cambridge: MIT Press. Huizinga, Johan (1955) Homo Ludens: A Study of the Play Element in Culture. Boston, MA: The Beacon Press. Juul, Jesper (2005) Half-real: Video games between real rules and fictional worlds. Cambridge: MIT Press. Kavanagh, Donncha, Keohane, Kieran and Kuhling, Carmen (2011) Organization in Play. Oxford: Peter Lang. Malaby, Thomas (2007) 'Beyond play: A new approach to games', Games and culture, 2(2): 95-113. Mollick, Ethan and Werbach, Kevin (2014) 'Gamification and the Enterprise', in S. P. Walz and S. Deterding (eds.) The gameful world : approaches, issues, applications. Cambridge: MIT Press. Roy, D. (1958) 'Banana Time', Human Organization, 18: 158–168. Sutton-Smith, Brian (1976) The psychology of play. New York: Arno Press. Schell, Jesse (2008) The art of game design: a book of lenses. San Francisco: Morgan Kaufmann. Sicart, Miguel (2009) The ethics of computer games. Cambridge, Mass.: MIT Press. Sicart, Miguel (2013) Beyond choices : the design of ethical gameplay. Cambridge: MIT Press. Walz, Steffen P. and Deterding, Sebastian (eds.) (2014) The gameful world : approaches, issues, applications. Cambridge: MIT Press. Zimmerman, Eric (2015) 'Manifesto for a Ludic Century', in S. P. Walz and S. Deterding (eds.) The gameful world : approaches, issues, applications. Cambridge: MIT Press. Stream convenors Kevin Scally is a lecturer in creativity, design and innovation in the Cork University Business School, Cork, Ireland. His research interests include information protection, property, copyright, patents, creativity, theatre, games, and the design process. His career includes working as a graphic designer for English National Opera and the National Theatre in London, and as a software interface designer for Adobe Systems in the US. Email: [email protected] Donncha Kavanagh is Professor of Information & Organisation in the Business School at University College Dublin, Ireland. His research interests include the sociology of knowledge and technology, temporality, phronesis, the history and philosophy of management thought, pre-modern modes of organizing, money, play and creativity. He has published widely in the fields of information and organization, management, marketing, organization studies, and engineering. Further details at http://donnchakavanagh.com Anthony O’Tierney is a lecturer in the University of Leicester, Leicester, UK. His research interests include: Securitization, Derivatives Trading, Mortgage Markets, Regulation, Banking, Commercial Law, International Law and Natural Law. Email: [email protected]
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