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            <title xml:lang="en">Gamification, promise of re-enchantment of the world?</title>
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                <forename type="first">Claire</forename>
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                <title xml:lang="en">Gamification, promise of re-enchantment of the world?</title>
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                <title level="m">Colloque Homo Ludens 21e siècle </title>
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                  <date type="start">2015-11-19</date>
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                <term xml:lang="en">WeeAkt</term>
                <term xml:lang="en">Innov8</term>
                <term xml:lang="en"> neolibéralism</term>
                <term xml:lang="en"> postmodernism</term>
                <term xml:lang="en"> Nike+</term>
                <term xml:lang="en"> video games</term>
                <term xml:lang="en"> games</term>
                <term xml:lang="en"> sociocriticism</term>
                <term xml:lang="en"> ludology</term>
                <term xml:lang="fr"> postmodernisme</term>
                <term xml:lang="fr"> Innov8</term>
                <term xml:lang="fr">Nike+</term>
                <term xml:lang="fr">Gamification</term>
                <term xml:lang="fr"> Jane McGonigal</term>
                <term xml:lang="fr"> ludologie</term>
                <term xml:lang="fr"> sociocritique</term>
                <term xml:lang="fr"> jeux</term>
                <term xml:lang="fr"> jeux video</term>
                <term xml:lang="fr"> WeeAkt</term>
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              <p>This article aims to return to the phenomenon of gamification and its promises of improving and "re-enchanting" contemporary society. The hypothesis explored is that gamification carries with it the promise of a " total game society ". Gamification constitutes an interesting way to analyze what functions are attributed to the game today. It also reflects the values of postmodern and neoliberal society. Gamification offers unprecedented visibility on the political, cultural, and economic tensions of the contemporary era. Moreover, its place at the heart of contemporary societies, whether Western or Eastern, inscribes it as a driving force in the perpetuation and construction of a Homo Ludens'conception in the 21st century. This idea is explored through Jane McGonigal's theories and various applications of gamification (WeeAkt, Nike +, Innov8).</p>
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              <p>&lt; RÉSUMÉ &gt; Cet article se propose de revenir sur le phénomène de gamification et sur ses promesses pour améliorer et « réenchanter » la société contemporaine. L'hypothèse explorée est que la gamification porte en elle la promesse d'une « société du jeu total ». Elle constitue un point d'entrée permettant d'analyser quelles fonctions sont attribuées au jeu aujourd'hui tout en se faisant le miroir des valeurs de la société postmoderne et néolibérale. La gamification offre une visibilité inédite sur les tensions politiques, culturelles, et économiques de l'époque contemporaine. Plus encore, sa place au coeur des sociétés contemporaines, qu'elles soient occidentales ou orientales, l'inscrit comme un moteur dans la perpétuation et la construction des mentalités d'un Homo Ludens du 21e siècle. Cette idée est explorée à travers les discours de Jane McGonigal et de différentes mises en applications de la gamification (WeeAkt, Nike+, Innov8). </p>
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