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is to undo the game, to escape from the game and to somehow transform a game into something other than a game (not even into a serious game that falls under another logic, that of producing a game). It is therefore paradoxical that a degamification process is called gamification; that we make people believe that we are transforming work or any other aspect of society into a game when we are using elements for an activity that asserts itself as something other than play and that we think would allow the attractiveness that we find in it. If it is not a matter of getting people to play, but rather engaging in an activity (e.g. shopping) and motivating them to do so, elements that would be supposed to capture costumers (such as points or badges) may suffice. We find here the origin of the concept related to marketing (whose purpose is to attract and capture customers), which may refer to the intention to motivate for objectives other than purely commercial ones, for example educational.

      To understand the error of this vision, we must come to the essential characteristics of the game. According to Reynold, quoted by Bruner:

      The playfulness of an act does not pertain to what is done but to the way it is done (4-6) … Play possesses no instrumental activity of its own. It derives its behaviour patterns from other affective-behavioural systems. (12) In play, behaviour, while functioning normally, is uncoupled (and buffered) from its normal consequences … Therein lies both the flexibility of play and its frivolity. (7) (Reynolds 1972; quoted by Bruner 1975, p. 11)

      What the game does is to make these characteristics possible, which can be considered, following Goffman (1974), as a transformation (a modalization, he writes, favoring a musical metaphor) of the frame of ordinary experience for a new frame that constitutes play, with reference to this primary activity, but without all its consequences. A game is a device that makes it possible to produce a playful experience without always succeeding in doing so. As for the elements of the game, they are both elements taken from the primary frame (and the points belong to this frame) and elements that allow the playful framing, such as the fictional elements that set up the “pretend”.

      Gamifying is therefore neither producing a game (we are only limiting ourselves to elements and these elements do not constitute the game), nor necessarily producing a play experience that depends on the use that will be made of the device, on the meaning that will be given to it. Under these conditions, the gamified device may very well produce play, whether or not it is faithful to the expectations of its designer, but only the empirical analysis of games can show this. It is possible that the presence of elements that one has the habit of finding in the game is sufficient for some to produce a playful frame.

      Gamification could only be a trick, a way to make people believe – “bullshit” according to Bogost (2015). It would not be a question of making people play, but of motivating them to do something by giving the feeling that they are playing in the very controlled frame of a game, or rather a device that takes up aspects of the game itself.

      What makes it difficult to think about this notion of gamification is that, as Seaborn and Fels (2015) point out, its meaning is not limited, even in academic articles, to the meaning given by Deterding et al. (2011):

      Gamification has been used to describe two additional concepts: (1) the creation or use of a game for any non-entertainment context and/or goal, and (2) the transformation of an existing system into a game […] In education, the term “gamification” has been used to refer to digital-based learning (DGBL) and serious games generally. (Seaborn and Fels 2015, pp. 17–18)

      The success of the term means that it refers to various realities: beyond the devices themselves, some evoke situations that are meant to be gamified or rather playified, ludified. But the success of the term gamification can lead to erasing these differences. The creation of a serious game becomes gamification and soon we will talk about the gamified life of children to mean that they play! It seems to me that the use of the term is free of any rigor and that is why it can be an object of research – on the condition that its use is analyzed – in no way a concept; or if it is a notion, only the approach of Deterding et al. (2011) allows us to establish a minimum consensus for this.

      It seems to me that the complexity of the situation points to the underlying idea that it is not play and yet it is play. A parallel can be drawn with the use of the term ludique in French, meaning playful (Brougère 2015). Indeed, for a long time, the term ludique remained the academic term it was when it was first coined, with the aim of compensating for the absence

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