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#gamification

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Hey #infosec folks, do you handle tabletop exercises? Want to try something new? I wrote a book, and ut's now available for pre-order! Find it on Amazon, B&N, etc. For those who used to listen to my podcast and loved my tabletop episodes, this will go behind the scenes and you can get an idea on what exactly went into designing them. Thanks all!

Finally updated my #profile at speakerinnen.org :awesome:

Are you looking for a #talk, a #workshop or an #interview on the #socialimpact of #digitalization?

On #ai, #sustainability or #ideologies behind digitalization as #cybernetics, #gamification, #longtermism, or #effectivealtruism?

Why the thoughts and theories of those in power heavily influence societies?

Are you looking for a #workshop on how to really interest people in #computersecurity?

Contact me.

And #boost if you like

Schwerpunkt des aktuellen Rote Fahne Magazins der @mlpd ist die Medienmanipulation: Eine Voraussetzung der Manipulation ist es, auf gerade junge Menschen Menschen einen möglichst großen Einfluss zu gewinnen. Eine besonders perfide Methode ist die #Gamification - dabei werden Spielmechanismen in spielfremden Kontexten verwendet.

Eine Auswahl der Artikel aus dem aktuellen Magazin werden sie immer auf RF-News veröffentlicht, darunter ein Gastbeitrag zu diesem Thema:

rf-news.de/2025/kw15/was-ist-g

📢 📄 Call for Participation: zwischen Gamification und Two Point Museum, Museen und Videospiele lassen sich heutzutage nicht mehr getrennt betrachten. Diese Schnittstelle möchte das @colognegamelab in der kommenden Tagung

Spiel / Museum 2025

untersuchen. Dafür wird nach Beiträge gesucht - also falls ihr Ideen habt, könnt ihr diese bis Ende Juni einreichen. Weitere Infos findet ihr unter: hsozkult.de/event/id/event-154

H-Soz-Kult. Kommunikation und Fachinformation für die GeschichtswissenschaftenSpiel / Museum 2025Wie begegnen sich Spiel und Museum? Als Objekt, Medium, Raum oder Methode – ihre Verbindungen sind historisch gewachsen und hochaktuell. Die interdisziplinäre Fachtagung Spiel / Museum 2025 geht vom 12.–14. November 2025 in Köln (Wallraf-Richartz-Museum & TH Köln) diesen Wechselwirkungen auf den Grund.

#Fascism isn't a new phenomenon but is has a #history and understanding it is necessary for #prevention & #resistance.

There is an often overlooked work by #italian #writer, #philosopher & #antifascist #UmbertoEco

First published 1995 in the #NewYorkReviewOfBooks nybooks.com/articles/1995/06/2

There was no #gamification that time

There is a #wikipedia article on it & many opportunities to find it in different languages

#Neuhier – Hallo Mastodon!
(english Version below)

Ich freue mich, dass @karen mich eingeladen hat hier dabei zu sein!

Wer bin ich?

Ich habe die Professur und Studiengangsleitung für Wirtschaftspsychologie an der HFH · Hamburger Fern-Hochschule inne. Meine Forschungsschwerpunkte liegen in den Bereichen #Personalmarketing, #Personalauswahl, #Eignungsdiagnostik sowie #Stressresistenz. Mich begeistert #Recrutainment, als die #Gamification der #Personalgewinnung. Ich verfüge über mehrjährige Führungserfahrung in unterschiedlichen Funktionen des Personalbereichs beim Militär, im Handel und der Logistik.

Was könnt ihr hier erwarten?

Einblicke in die #Forschung, #Praxis und #Lehre rund um die Gewinnung von passendem Personal im Allgemeinen und mit dem gezielten Einsatz von #Gamification im Besonderen.

Ich freue mich auf einen interessanten Austausch und neue Perspektiven!

Mit wem sollte ich mich dazu unbedingt vernetzen? Ich freue mich über Eure Vorschläge und Ideen!

Danke an @karen und @derralf, die mir helfen mich hier zurechtzufinden.

#NewHere – Hello Mastodon!
(Deutsche Version oben)

I'm excited that @karen invited me to join this platform!

Who am I?

I hold the professorship and program leadership for Business Psychology at HFH · Hamburger Fern-Hochschule. My research focuses on #EmployerBranding, #PersonnelSelection, #AssessmentDiagnostics, and #StressResilience. I am passionate about #Recrutainment, the #Gamification of #TalentAcquisition. I have several years of leadership experience in various HR functions within the military, retail, and logistics sectors.

What can you expect here?

Insights into #Research, #Practice, and #Teaching related to recruiting the right talent in general, and the targeted use of #Gamification in particular.

I'm looking forward to engaging discussions and fresh perspectives!

Who should I definitely connect with on this topic? I’d love to hear your suggestions and ideas!

Thanks to @karen and @derralf for helping me get started here.

Replied to tante

@tante
#gamification is the manipulation of behaviour

Mostly without knowledge or consent of the people involved

Including game elements in learning is not gamification. I often get the impression that people think that every game element means gamification. But is is not the same

Gamification comes with addiction & you are played by rules you are not able see or change

It is rooted in #cybernetics and is one of the reasons that so-called #socialmedia can be used to destroy whole societies

Mazarakis, A., Bräuer, P. & Dorsch, I. Evaluation of #gamification as a tool for #OpenAccess #publishing among #researchers: insights from a conjoint analysis. Scientometrics (2025). doi.org/10.1007/s11192-024-052

"tangible, article-specific incentives may hold promise in shifting researchers' publication behaviors towards OA [...] However, the study also highlights the ongoing dominance of traditional prestige metrics, such as journal rankings and impact factors[...] "
#ScholComm

SpringerLinkEvaluation of gamification as a tool for open access publishing among researchers: insights from a conjoint analysis - ScientometricsThe recent developments in the scientific system have been characterized by an increasing openness, with open access (OA) publishing emerging as a central principle. OA represents an alternative model for publishing research articles, diverging from the traditional subscription-based model. While positive developments have been observed, obstacles for OA remain, including elevated publication costs and the imperative to publish at the highest level in the scholarly community with a significant impact. To overcome these obstacles, it may be beneficial to consider using non-monetary incentives, such as gamification, to promote OA publishing. To address this challenge, an experimental study employing a conjoint analysis has been conducted to investigate the impact of various gamification options on researchers' publishing behavior. The study utilized a sample of N = 356 subjects. The results demonstrate that the Journal Impact Factor (JIF) is a dominant criterion for determining where to publish. However, gamification, particularly in the form of badges associated with an article, can also significantly influence journal selection and support OA. Additionally, qualitative data was collected to identify other factors influencing the choice of a journal for OA from the perspective of the participating researchers in the experiment.