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	Comments on: Play is Work	</title>
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	<description>Games-based learning. Gamification. Playful Design</description>
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		By: Sarah Le-Fevre		</title>
		<link>https://ludogogy.professorgame.com/article/play-is-work/#comment-28</link>

		<dc:creator><![CDATA[Sarah Le-Fevre]]></dc:creator>
		<pubDate>Sun, 23 Feb 2020 13:28:04 +0000</pubDate>
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					<description><![CDATA[I find this really interesting, Dave and it begs the question &quot;How can we go about designing work so that it is as compelling as play?&quot; I am seeing more and more discussion of this as time goes on. It feels like this could one of the most important areas that we as gameful design practitioners could become involved in. Imagine a world where the majority of people viewed their work as play. The much publicised productivity crisis we are apparently suffering would fall away as people strive to achieve within their roles rather than tolerating their work as a necessary evil they have to endure in order to subsist.  The pre-requisites you mention above, competence, autonomy and relatedness (which if I understand correctly, is about the way that games give us frequent and timely feedback), are often lacking in work. The change that is needed cannot happen by itself.  This is something which requires conscious design, and we as practititioners will have to build our own skillsets and help to build capacity within the future workforce to undertake these design tasks.]]></description>
			<content:encoded><![CDATA[<p>I find this really interesting, Dave and it begs the question &#8220;How can we go about designing work so that it is as compelling as play?&#8221; I am seeing more and more discussion of this as time goes on. It feels like this could one of the most important areas that we as gameful design practitioners could become involved in. Imagine a world where the majority of people viewed their work as play. The much publicised productivity crisis we are apparently suffering would fall away as people strive to achieve within their roles rather than tolerating their work as a necessary evil they have to endure in order to subsist.  The pre-requisites you mention above, competence, autonomy and relatedness (which if I understand correctly, is about the way that games give us frequent and timely feedback), are often lacking in work. The change that is needed cannot happen by itself.  This is something which requires conscious design, and we as practititioners will have to build our own skillsets and help to build capacity within the future workforce to undertake these design tasks.</p>
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