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Computer games and organizations are becoming increasingly interwoven in the 21st century. Sophisticated computer games connected by networks are turning into spaces for organizing. Therefore, it may not be surprising that conventional organizations are now scrounging these games for novel ways to enhance efficiency. The result is the formation of game/organization hybrids; uneasy recontextualizations of partly incompatible ideas, values and practices. We begin this essay by elucidating what it is socially that makes something a game by exploring the notion’s anthropological foundations. We then introduce two examples of actual game/organization hybrids; raiding in computer games and gamification in formal organizations. We conclude by discussing the implications of such hybridization and suggest venues for how organization and management scholars can benefit from studying computer games and theories of play.
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The term ‘immersion’ is used frequently by professional video game developers (in both the entertainment and serious/applied industries), academics, journalists, and players. However, this word can refer to a range of different modes of engagement for players and standardisation would improve discussion of the topic. This paper suggests and explains four categories: 1. 'Systems immersion' can be used to describe when players are deeply engaged with the mechanics, challenges, and rules of a game, and is similar to a state of ‘flow’. 2. 'Spatial immersion' is the sense of a player being present in, or transported to, the virtual world, and is linked to the concept of embodiment. 3. 'Empathic/social immersion' describes the connection that a player may develop towards the characters (AI or human) and the social context of a game.4. 'Narrative/sequential immersion' can be used to describe a player’s compulsion to see how a sequence of events continues, typically in a narrative, but this is related to any progression, such as exploring new spaces or evolving gameplay mechanics.
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Internet memes are rewarded with popularity for their repetition of recognizable ideas. Likewise, meme communities tend to adopt a politics that is conservative - especially when the source material readily lends itself to that very politics. In the case of Star Wars, a tale of heroism is being twisted into a sincere veneration of the villain, and an emulation of his violence and tyranny.
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