Summary: | This article questions the links between engagement and different kinds of motivation to act, by problematizing the way in which gamification or ludification seeks to stimulate participation and the pursuit of an activity that is not a game. From a theoretical viewpoint, we consider the concept of gamification in the light of the notion of engagement to evaluate the way in which game markers, mechanics and strategies can play the role of motivators for action, and even encourage adherence to ideas. From a more practical viewpoint, we try to identify semiotic and discursive elements of gamified systems that work as procedural (doing) or processual (being) rhetoric. Indeed, gamification has the specificity of playing a double-dealing : it is at the same time the content of the discourse, as an argument to convince to act, and the very form of it, as a semiotic organization of those actions.
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