University of Washington Tacoma UW Tacoma Digital Commons SIAS Faculty Publications School of Interdisciplinary Arts and Sciences 6-1-2014 Taylorism 2.0: Gamification, Scientific Management and the Capitalist Appropriation of Play Jennifer deWinter Carly A. Kocurek Randall Nichols University of Washington Tacoma,
[email protected] Follow this and additional works at: https://digitalcommons.tacoma.uw.edu/ias_pub Recommended Citation deWinter, Jennifer; Kocurek, Carly A.; and Nichols, Randall, "Taylorism 2.0: Gamification, Scientific aM nagement and the Capitalist Appropriation of Play" (2014). SIAS Faculty Publications. 531. https://digitalcommons.tacoma.uw.edu/ias_pub/531 This Article is brought to you for free and open access by the School of Interdisciplinary Arts and Sciences at UW Tacoma Digital Commons. It has been accepted for inclusion in SIAS Faculty Publications by an authorized administrator of UW Tacoma Digital Commons. Taylorism 2.0: Gamification, Scientific Management, and the Capitalist Appropriation of Play Jennifer deWinter, Worcester Polytechnic Institute, Carly A. Kocurek, Illinois Institute of Technology, and Randall Nichols, Bentley University, USA Abstract By making work seem more like leisure time, gamification and corporate training games serve as a mechanism for solving a range of problems and, significantly, of increasing productivity. This piece examines the implications of gamification as a means of productivity gains that extend Frederick Winslow Taylor’s principles of scientific management, or Taylorism. Relying on measurement and observation as a mechanism to collapse the domains of labour and leisure for the benefit of businesses (rather than for the benefit or fulfillment of workers), gamification potentially subjugates all time into productive time, even as business leaders use games to mask all labour as something to be enjoyed.