摘要: A number of commentators have proposed adapting elements derived from game mechanics to workplaces, motivate employees via techniques that, the argument goes, proven successful in a videogame context, and thus may wider motivational applications. This general strategy has become grouped under term "gamification". I argue gamification-of-work movement at least two major precursors, one Soviet Union early mid 20th century, another American management late 21st centuries. The approach focused on games increase productivity, experiments ranging purely competitive directly tied attempts morale-building team workplace self-expression. more strongly sense childhood play, aiming weaken work/play split, but often with competition integrated into framework. Neither is identical movement, there exist significant overlaps, both historical movements themselves, critiques that been directed them, should be studied order better understand how current light past experiences.