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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Towards a Trading zone. A semiotic method for cross- disciplinary case study analysis of gamified systems</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Università di Torino</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Turin</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>ITALY idonecassone@gmail.com</string-name>
        </contrib>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <fpage>0000</fpage>
      <lpage>0001</lpage>
      <abstract>
        <p>Despite being a well-established concept in HCI, gamification still faces a series of significant research challenges, stemming from the consistent gap between its theoretical understanding and its practical design implementation. The aim of this paper is to propose an analytical framework which can act as a trading zone (Galison 1997), a space for the communication between different disciplines and practices involving gamification, starting from case study analysis. The contribution will first introduce the semiotic perspective on artefacts (objects, processes and technologies), then describe the main analytical tools which are used to define the social values implicit in design choices and the effects and outcomes of human-computer interactions; lastly, it will apply them to the preliminar analysis of the digital distribution platform Steam (by Valve).</p>
      </abstract>
      <kwd-group>
        <kwd>Gamification</kwd>
        <kwd>Semiotics</kwd>
        <kwd>Artefacts</kwd>
        <kwd>Interfaces</kwd>
        <kwd>Steam</kwd>
        <kwd>Digital distribution platforms</kwd>
        <kwd>collect-athon</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        In their introduction to the volume “Strengthening Gamification”, Rapp, Hamari and
colleagues [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] highlight that gamification, despite being nowadays a well-established
concept in HCI, still faces a series of significant research challenges. According to the
editors, in order to improve its understanding and its implementation, future
researches need to address the predominant focus on immediate interactions and feedback (to
the detriment of long-term effects), the gap between game design concepts and
practices and gamification design patterns, and the lack of conceptual tools to explore the
unexpected/unwanted results of gamification design.
      </p>
      <p>
        These three challenges could be connected to Seaborn and Fels’ [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] remarks,
resulting from their systematic survey of gamification theories and applications: even
today, the practice of gamification design shows a consistent gap between the theories
of gamification and its effects, and the frameworks for the implementation and
assessment of gamification design.
      </p>
      <p>
        For these reasons, one’s can speculate whether these gaps and challenges could be
ideally eased by developing an analytical frameworks which, in Peter Galison's terms
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], could act as a trading zone: an abstract space which make possible the practical
communication between a series of interconnected but heterogeneous theories,
patterns and practices, which in this way can be mutually translated in order to facilitate
the development of theories and applications.
      </p>
      <p>
        For these reasons, this contribution plans to propose a semiotic analysis of
gamified systems, whose aim is to facilitate the dialogue and interaction between theories,
practices and findings of the different disciplines involved in gamification. Semiotics
is the discipline which studies the meaning-making processes in languages,
behaviours and objects: it will be used as a shared perspective in order to facilitate the
dialogue and communication between different theories and perspectives involved in
gamification. The advantages provided by Semiotics are the result of its metatheoretic
aptitude [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]: its concepts have been devised in order to make it possible a general
degree of translation between different theories/disciplines in the humanities and
social sciences. By way of example, a meta-language can be compared to a translator in
a group of people speaking each its own language who suggests an artificial pidgin
which provide a general level of inter-translation and sharing.
      </p>
      <p>
        In light of this, the framework is designed to achieve three different analytical
aims: 1) facilitate a general description of the interactions between subjects and
gamified environments; 2) help in evaluating and making hypothesis on the effects of
gamification design choices; 3) highlight the role and effects resulting from the
introduction of gameful affordances [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] and game-like dynamics.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Semiotic analysis of gamified systems</title>
      <p>
        The following framework for the analysis of gamified systems [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] results from the
integration between several semiotic tools for the analysis of the design of artefacts.
In the original contributions the theoretical basics and epistemological models of the
present approach have been described and explained, while in the following pages,
due to space limitations, they will be briefly summarised, so to provide a basic
understanding of their implementation through the case study.
      </p>
      <p>
        In the last decades, Semiotics elaborated a set of theories and analytical tools that
make it possible to describe the meaning-making dynamics of artefacts [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Objects,
procedures, interfaces, technologies etc are considered by Semiotics in relation to the
meaning implied in their uses (human values and aims), in their interaction patterns
(procedures, interfaces, misunderstandings), in their design (choices, advantages,
limits, evaluations). These developments have been summarised through the focus on
three dimensions: Values, Programs, Interactions. In this way the framework tries to
integrate on a basic level the insights and perspective of psychology, sociology, ICT,
media and cultural studies.
2.1
      </p>
      <sec id="sec-2-1">
        <title>The cultural values of artefacts</title>
        <p>Artefacts are first understood by Semiotics in relation to their expected Value: their
meaning is the result of the overlapping of sociocultural reasons, appeals, usefulness,
symbols linked to them and their general use. For instance, a car is generally linked to
a specific function (means of transportation), but it is generally selected between
similar artefacts (trains, bikes, taxis etc) in relation to other values and reasons: ease of
use, aesthetics, efficiency, costs, specific needs, ethics and many more. Values
preexist objects, but they are also implied and incorporated in them.</p>
        <p>
          Jean Marie Floch [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ] created a general framework of the main types of Values
which are diffused in cultures. The Value Proposition Square is not a categorisation
(such as Marlow’s hierarchy of needs), but rather a frame through which describe the
relationship between assumed advantages/disadvantages, the reason behind specific
design choices, the issues and differences in individual evaluations and so on.
        </p>
        <p>Floch identified four ways through which objects are framed by values:
- either they are perceived as tools/means, for their utility (Practical values).</p>
        <p>E.g. a car can be considered as an efficient tool to reach the workplace.
- or as abstract ends/objectives, tied to existential meaning (Utopian values).</p>
        <p>For instance, a car can be seen as the embodiment of safety, familiar love, or a
status symbol.
- non-existential meaning: solutions in which pros and cons are weighted and
balanced (Critical values). For instance, a car may be chosen as a satisfactory
solution to different needs (transport, parking, cost, travel, shopping…).
- Non-utilitarian meaning: the pleasure in itself, connected to playful and
aesthetic qualities (Autotelic values). E.g. cars which are highly esteemed for their
attractiveness or for the driving pleasure.</p>
        <p>Objects are generally created and evaluated according to comparisons and
interactions between those different types of values. For instance, a website layout may be
designed and evaluated taking into account its practical values (i.e. responsivity,
cleanness, ease-of-use etc) as well as the utopian ones (e.g. reliability, truthfulness
etc), or mainly looking at aesthetics and playfulness (i.e. look, pleasure and sensations
etc) or at the critical ones (cost-to-performance ratio, usability compared to
aesthetics). Each design choice (size and position of elements, menu types, font, provider
and servers) is influenced and defined by potential advantages in relation to one or
more types of value. Certain solutions may combine them (i.e. a clean and responsive
interface), while other may involve incompatibility and hierarchies.</p>
        <p>By way of example, some people may decide to lose weight so to feel better and be
healthier (Utopian value), but they are not able to go to the gym regularly (Practical
value), so they may decide to try a running smartphone app instead (Critical value),
but soon feels demotivated (negative Autotelic value). After a while, they mau
discovers a gamified fitness app, and decide to give it a try (Critical value) too see if it
really helps them (Autotelic value).</p>
        <p>
          This frame makes it possible to map many psychological, socio-cultural and
technological dynamics connected to gamified solutions, and to describe the role fulfilled
by their different dynamics. Furthermore, it may be used to translate and integrate the
many different Motivational theories discussed in gamification design:
selfdetermination theory [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ], behavioural models [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ], the Player Experience of Needs
Satisfaction model [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] and others.
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Agents and Programs</title>
        <p>
          In order to reach specific values (or avoid negative ones), subjects may plan
actions and follow specific behaviours; following the concepts elaborated by Greimas
[
          <xref ref-type="bibr" rid="ref12 ref13">12,13</xref>
          ] the relationship between subjects and values determine a Program of Action
[
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]: a shared task to be fulfilled through the combined work of a series of involved
Agents, which includes all the subject (both human and non-humans) connected to the
performance. For instance, the above-mentioned subject, in his Program to lose
weight, end up involving at least two agents (himself, and the smartphone app).
        </p>
        <p>A program can be broken down into different components, involving specific
relationships between the agents. First of all, the establishment of a connection between
the Value and the subject (Manipulation), due to willingness, seduction, compulsions
or other reasons. Moreover, the acquisition or display of skills and prerequisites
(Competence) determined by the Program; this leads to the execution of actions and
behaviours (Performance), and to the expected evaluation/judgement over the results
of the whole Program (Sanction) and the acquisition of expected values. These phases
may overlap, nest and chain together so to build more complex performance systems.</p>
        <p>For instance, the above-mentioned subjects may have decided autonomously to
lose weight (self-Manipulation), but were not able to attend the gym regularly (failed
Performance → lack of Competence), so they relied on a different project and tool
providing different requirements (Competence) and different workout routines
(Performance). Once again, the new routine may soon be abandoned (failed Performance),
because they feels demotivated (lack of Competence → negative Sanction). This leads
to the decision to try the gamified app (Manipulation). In this case, the app itself is
being tested (sanctioned by the man) over its capacity to instil motivation
(Competence) to make him follow the routine (Performance”).</p>
        <p>
          The notion of Action program and its phases may be useful to translate and make
dialogue the many different frameworks elaborated to chart user behaviour and the
design of gamified performance [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]: engagement loops [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] behavioural triggers [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]
Flow’s ideal path of performance and the connection between autotelic experience
and performance itself [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ].
2.3
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Interactions, delegations and their outcomes.</title>
        <p>
          Artefacts do not simply embody human values and behaviours, but interact with
them producing differentiated social, cultural and ethical outcomes. Latour’s Actors
Networks Theory (ANT) [
          <xref ref-type="bibr" rid="ref14 ref18">14,18</xref>
          ] heavily relied on semiotic concepts elaborated by
Greimas in order to analyse the way through which society is built upon complex and
layered interactions between Agents. For instance, once a driver ignites his/her car,
the sensor connected to the seat starts producing an alarm until the driver fastens the
seatbelt. The set of agents (seatbelt + visual alarm + audio alarm) embodies and
enforces a specific traffic law, which stands for a general Utopian value (“safety”)
diffused and represented in many norms, laws and artefacts. The set of agents has the
ability (Competence) to “persuade” drivers to follow the law (Manipulation), under
the threat of unpleasant noise (Sanction + Performance).
        </p>
        <p>This process of re-articulation of Competence and Performance between human
and non-human agents is called by Latour delegation or shifting: it is generally
implemented to reduce the individual effort in something, to provide greater results or
increase the effect of specific values (e.g. an elevator, the autocorrect software etc);
but delegations can also be designed in order to increase the pleasure and engagement
(autotelic values), to produce status symbols (utopian values) or to reduce costs and
efficiency (critical values), strategies often related to many gamified solutions.</p>
        <p>There are, however, several consequences of this shifting: additions or
substitutions in the set of agents generally end up involving changes in the Competence
required from other agents to successfully interact with the new set: Latour calls this
phenomenon prescription. Different set of agents may produce distinct sets of
prescriptions, and whereas some agents lack the required Competence, the expected
Program may fail or be altered. For instance, a login system in smartphones may be
enhanced with several safety measures, such as passwords, fingerprint sensor, face scan
feature. The use of passwords results in the need for users to remember and write it
(extra cognitive Competence), while fingerprint or face scan may be seen as simpler
ways of access (physical Competence). But whenever users forget the password, or
have sweaty hands or are injured/masked, the login become difficult or even
impossible (failed Performance).</p>
        <p>Generally, designers need to take into account possible issues resulting from the
interactions of agents, generally tweaking the set of artefacts in order to produce the
expected results (and values). For instance, doors may be protected in many ways:
through a lock (a simple and economic solution, Critical value), or through guards (an
expensive and luxury solution, tied with Utopian value). But guards can be bribed or
fall ill, while locks may break or be forced, requiring adding new agents or change in
the interaction (intercoms, surveillance camera, alarms). Prescription thus includes the
totality of different use conditions, and their implicit moral, social, design, subjective,
cultural ideologies incorporated through objects. Each change in the set of agents can
cause further prescriptions and delegations, producing unexpected anti-programs or
counter-programs. As a result, the choice in the set of agents can lead to complex,
multi-layered environments, in which the design choices relies on many values and
norms (safety, cost, risks, adaptability…) involving different abilities and
requirements (technology, human ability, special circumstances, resources) resulting in
dynamic and unstable patterns of interactions.</p>
        <p>
          Through delegations and prescriptions, it is possible to describe the dynamics and
outcomes of specific gamified design choices. The many techniques devised by game
designers and applied to gamification may be investigated through the general
outcomes produced in the motivational and behavioural patterns of agents, ideally
providing a less standardised account of the elements of gamification, and a more
precise understanding of the different types of gameful affordances [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ], and ideally to
greater complexity in gamification design [
          <xref ref-type="bibr" rid="ref19 ref20">19, 20</xref>
          ].
2.4
        </p>
      </sec>
      <sec id="sec-2-4">
        <title>The analytical framework for the analysis of artefacts</title>
        <p>
          By integrating the previous theories, it is possible to implement a framework for the
analysis of gamified systems. Jean Marie Floch developed the layers of analysis
devised by Greimas into a practical framework [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ] for the analysis of the
meaningmaking dynamics of designed objects. This framework has been generalized and used
in order to describe the main characteristics of artefacts and can be applied in
conjunction with the previous tools into a multipurpose analysis of gamified systems. It is
based on three phases or steps: configuration, taxic and functional.
- The Configuration step consists in the analytical description of the main empirical
parts which constitute the objects, of their relevant features and the expected
actions and behaviours which may result from its use. This description is linked to
the preliminary analysis of the main agents and functions connected to the parts,
and the Programs involved in the human-nonhuman interaction.
- The Taxic step consist in a comparison between the artefacts and similar objects or
classes of objects, in relation to similarities/differences in the set of agents,
features or Programs. This make it possible to highlight the various design choices,
which help to define the identity of the object itself. This comparison is then used
to highlighting the underlying systems of Values and the outcomes of the Action
Program.
- The Functional step consists in the elucidation of the outcomes of the previously
introduced design choices and Values. The outcomes resulting from the design
(whether technical, symbolic, economic, aesthetic and so on) are highlighted, with
focus on the above-mentioned design choices, and the resulting effect for the
categories of subjects involved. The final aim is to provide a better understanding of
the way through which the gamified solution “make sense” for users, which
cognitive, behavioural and emotive outcomes produces, and which role is achieved by
the gameful affordances.
        </p>
        <p>In the next section, this method will be initially tested through the analysis of
Valve’s Steam and the effects of its gamified solutions. The analysis constitutes a
preliminary exploration of the platform, which may foster further integrations
among disciplines and theories targeted at the case studies, and provide a general
level of intelligibility of its working.
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Case study: Steam</title>
      <p>Steam is a digital distribution platform for videogames, developed by Valve
Corporation, currently the largest online shop for pc gaming. Since its inception in 2003,
Steam has evolved from a simple digital market for buying and auto-updating Valve's
online games (such as Counter-Strike), to a complete digital ecosystem, in which
publishers can sell their games. Steam currently also provides many services tied to
gaming: online infrastructure services for single-player (cloud saving, auto-update
and upkeep) and multi-player games (online network infrastructure, chat system),
digital rights management (DRM) and anti-cheat systems, a strong social networking
feature (friends lists and groups, in-game voice and chat functionality, and
giftexchange systems). Like most digital platforms, Steam can only be used after the
creation of a user profile, which is tied to digital purchases, game library, avatars and
social networking features. Developers can use steam's API to integrate many of
Steam's functions into their products, including networking, matchmaking, in-game
achievements, micro-transactions, and support for user-created content (mods)
through Steam Workshop. A significant feature of Steam is represented by the
gamification of the platform itself: in the last years Valve has progressively integrated
game-like elements and activities into its platform, making it one of the most complex
and articulated examples of commercial gamification. Despite that, however, Steam is
rarely mentioned in gamification books, courses or blogs, generally overlooked by
case studies and analysis.
3.1</p>
      <sec id="sec-3-1">
        <title>Configurative step. Gamers' libraries, players' showcases.</title>
        <p>The Steam application can be downloaded and installed on any Windows, Linux or
MacOs operative systems. The platform is structured like many traditional
websites/working applications, with a main page featuring four main sections/pages: shop,
in which users search for, select and buy digital games; library, in which users
interact with, organise and curate the game they have bought; community, in which users
discuss, review, trade and talk about games; and user, including the options for the
avatar and user tag, statistics and user level, groups, badges and most of the gamified
elements present in Steam.</p>
        <p>The shop page works like many digital selling platforms: users can search for
games by query, browse the platform through special filters (discount, genre,
suggested, similar to, publisher etc), read reviews (and submit them), wish-list and/or buy
games. A showcase at the center displays new games, according to the preferences of
users, their libraries and their community relations. Once a game has been bought, it
is displayed in the user's library.</p>
        <p>From here, users can manage their library, install software and other options
(review, communities, news etc): the library registers every game owned by users, both
installed or not, which may be organised or divided by labels. Games bought through
Steam will be displayed in the library page of each game and send data to the system:
the number of hours played, friends who play the same game, date of purchase,
number of achievements obtained (more below).</p>
        <p>Achievements are the renown meta-game goals (objectives) that can be completed
while playing the game: they are registered and displayed on Steam (outside the game
boundaries), through the use of APIs that measure the user's data and behaviour. To
all effects, they are digital trophies, badges or honours (and are sometimes labelled
after that). While similar extra-game trophies have been implemented through
contests since the eighties, their diffusion has been mainly a result of their
implementation through Microsoft Xbox Gamer-tag: a shared user profile for all Xbox
multiplayer games, which rewarded players with points and digital badges for completing these
additional tasks. The vast majority of games on Steam now includes achievements,
which can be displayed in the library, in the user profile and thus seen by friends or
other users (social dynamics).</p>
        <p>Steam User profiles are composed by an ID/nickname, an avatar and a Steam level.
Users start at level 0 and can increase their level by earning experience points (XP),
either through buying games (the higher the cost of the game, the more XP are
awarded) or by obtaining specific badges. Increasing one's level influences many limits and
values on the platform: users can display more badges in their showcase, increase
their limit of Friends on the platform, get better chances to obtain special objects.</p>
        <p>Steam Badges, however, are different from typical achievement systems: they can
be obtained (more precisely, crafted) either by fulfilling specific tasks which
constitute a sort of tutorial of the main features of the platform (adding friends, voting
reviews, taking screenshots etc), or more often by completing full sets of digital cards
that are awarded by playing the games themselves. Cards are tied to most Steam
games, always as part of a card set (the size of the set is variable) and are awarded by
playing. Users may gain only a limited number of cards by playing games, so in order
to complete a set they need to exchange cards (or other objects) at the Steam market, a
community system in which users can buy and sell digital items which are part of the
Steam platform. Cards and virtual items can be sold and bought, while badges and XP
cannot. Just like on the stock exchange, the value of the object is decided by means of
the selling and buying price (ranging from a few cents to several euros), with a
percentage going directly to Valve. As parts of collectable sets, not every card or digital
item has the same rarity as the others: when playing, the opportunity to get rarer cards
depends on the User's Steam level, through the system labelled Booster pack drops.
The higher the level, the more the chances to get a rarer card (which is also more
expensive).</p>
        <p>Moreover, Steam features many intertwined social-network features, integrated
into the shopping, browsing, collecting and "levelling up" dynamics. By default, users
can see their friends' libraries, their showcases and what they play/are playing with;
they can chat with them, exchange gifts such as games or other virtual objects (cards,
items, gems); users are notified whenever friends are playing (and at which game),
and they can see others' activity logs. Last, Steam features a showcase for all users:
similar to the user page in many social networks, it displays the user level, a selected
number of Badges (the higher the Steam level, the more slots are available to display
badges and other virtual items in the Showcase), the recent activity log (which games
have been played, for how long etc) and achievements. All this info can be showed
just to friends or to all Steam users, depending on the settings chosen on Steam
profile.</p>
        <p>Like many digital stores, Steam features specific special discounts during holidays
or at other significant moments (Christmas, Summer, Spring, Halloween, Back to
School, Easter etc). Since 2012, all these special sales have made it possible for
players to earn special badges, usually by buying games and collecting cards in order to
craft the relative special badge, which changes every year. In addition, from 2011 to
2015 (and recently once again in 2018), Valve organised special game-like contests
during these special sales (usually during the winter sales and summer weeks). On
those occasions, the platform was updated with special game-like contexts, different
challenges which made users compete and cooperate in order to gain more cards,
special deals, XP and so on. These competitions were generally tied to the main
actions available for the platform: collecting, playing or voting for games, and so on. As
for the card sets, most of the time users who could not or did not want to complete the
challenges could simply buy the remaining cards, in order to craft the badge.
However, the implementation of game-like contexts ended up causing specific (and
unforeseen) consequences in the behaviour of collectors and users. Steam finally decided to
stop its summer events after the controversy related to the context Summer Adventure
2014 (see below).
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Taxic component. Gamer tags, libraries and networks.</title>
        <p>While Steam is the first and the biggest platform for digital distribution of games,
in the last few decades many other companies have started their own platforms in
order to enter a growing market (digital games sales have been steadily increasing
year by year): this includes similar platforms for the distribution of PC games
(Origin by Electronic Arts, Uplay by Ubisoft, Good Old Games by CDPR), from
those available from console providers (Xbox Live, Playstation Plus) to the newer
platforms developed by smartphone companies (Android Play by Google, App Store
by Apple).</p>
        <p>There are significant differences in features among these many platforms, with the
most essential ones (Android play, App store) featuring only the basic activities of
browsing the shops and being able to acquire digital products, mostly tied to some
form of purchase history features and install management, coupled with limited
information on the product itself and the possibility to evaluate the purchases (write
reviews and vote them). The more elaborated ones (those targeted at players) on the
contrary provide many extra features, mostly tied to some degree of social networking
features (necessary for online play) and digital library management. Steam goes
further in including more integrated data sharing features between the shop, the
community and the other features: data about the game and its use (purchase date, time
played, last used in, achievements etc) tool hyperlinks (to the shop page, to the
community network, to downloadable contents, review etc) and related user-generated
content (mods, snapshots, video etc, community posts). In addition, Steam gives
further options in order to make users curate and organise their digital libraries: it is
possible to create labels, add tags to games, manage mods within Steam etc. A similar
unique feature of Steam is the recent Curator function, part of the social networking
elements, which could be compared to Youtube channels: curators are individuals or
organizations that make recommendations to help others discover interesting games in
the Steam catalogue. Users can follow curators, be updated about their reviews and
game suggestion lists and to have their favourite games appear in the Steam
homepage showcase.</p>
        <p>Yet, the above-mentioned library and curation features make Steam more similar to
digital collection management applications: software (or websites) which are used to
register, track and organise collections books, movies, stamps and every genre of
collectibles. Some well-known examples are Goodreads and Anobii (for books),
AnimeDB and AnimeList (for anime and manga), IMDB (movies), KeepRecipes
(cooking recipes). Most of them have already included many social network platforms
over the years, hence the label “social cataloguing applications”.</p>
        <p>The main difference between Steam and other digital shops lies in the ability to
provide a direct link to the actual owned content, and the possibility to purchase it on
the same platform. On the contrary, the vast majority of these applications are limited
to the creation of lists, with no direct relation to the purchase or license of the content:
while the most recent ones provide semi-automatic data gathering (through online
database), the older or simpler ones require the user to input all data related to his/her
purchases. The concept and structure of Steam is more akin to a digital ecosystem, in
which users are completely immersed and do not need to leave for any of the steps
which are part of their hobbies: in Steam users search for games they may be
interested in (through curators, showcases and browsing), keep track of the game and price
(wish-list, steam news update), may buy eventually (game shop and library), play solo
or coordinate with other players (Steam networks and game servers), evaluate or
review the game, mod it, etc. On the contrary, curation platforms suppose that the users
will buy and consume the media through other channels or applications.</p>
        <p>
          The last significant difference regarding Steam is the use of a set of game-like
elements connected to the user profile, which record, keep track and represent the
activities that users perform by using the platform through statistics and data. This feature
of data recording and visualisation is often labelled as Quantified-self: the process of
using technology to track and record data about daily activities, with the aim to
inform and correct human behaviour, initially applied for instance, to health and fitness
apps (such as Runtastic). The delegations involved in these systems have however
been subject to criticism related to their effectiveness and to their ethical implications
[
          <xref ref-type="bibr" rid="ref21">21</xref>
          ].
        </p>
        <p>Steam, however, does not simply keep track and display data about purchases and
play activities (a technological delegation of individual memory): it translates those
data according to unique and non-conventional units of measurement. Any user is
supposed to be able to know the conventional meaning of “You've played 6h in the
last two weeks” or “you've spent 314$ for the game X and its DLC”, since they refer
to a common and shared portion of the semiotic encyclopaedia. While the same
cannot be said for “your user level is 15” or “you've crafted the Summer Camp badge” or
“there's a new item in your Inventory”. In order to efficiently understand these
messages, a specific Competence-knowledge is required: the one which is common (but
not exclusive) to many RPG (role-playing games), in which the avatar's experience is
generally represented through a level (which stands for his/her skills and progress as a
hero), players can often create magic items from sparse ingredients (crafting) and put
every item collected or looted into their inventory. Of course, since the model user of
the platform is expected to be a gamer, this experiential framework is easily
interpreted and applied to his/her progress as a user. A main difference with quantified-self
applications lies in this fictional (yet abstract) layer of technological representation
and description: the platforms translate and re-semantise the human Action Program
through a specific narrative model. This process however is only partial, since it does
not create a full figurative diegetic universe, but only evokes it through a mix of text,
numbers and icons.</p>
        <p>Over the years many digital games distribution platforms (Microsoft, Sony and
Google ones) started to imitate Steam game-like elements, adding user levels and
experience points, badges and achievements. However, while the game-like elements
are rather standard and feature only minimum figurative differences (badges vs
trophies vs achievements), the user progression systems are rather different from the one
used in Steam. The difference lies in the dynamics through which the progression of
users is encouraged (Manipulated), measured and recognised (Sanctioned). In Xbox
live gamer-score, Playstation plus level and Google play level, users gain points only
by obtaining achievements and trophies, not just by buying the game: they need at
least to play it to some degree. Trophies and achievements present different rarities,
with the rarest being tied to the most difficult endeavours (e.g. a platinum trophy
require a player to finish the game at maximum difficulty without dying once). In
Steam, users gain XP only by buying games or digital content (the higher the price,
the more the points), and by crafting badges and digital objects through cards and
items in the inventory. This is even clearer if Steam contests are taken into account,
since the most common way to earn special badges and XP during those events is by
buying games, and subsequently using digital items obtained while playing to craft
badges. As a result, it could be said that while the progress systems of other platforms
translate and represent the experience of users as gamers/players, Steam seems to
represent user progression more as that of a buyer or, more precisely, a collector.
3.3</p>
      </sec>
      <sec id="sec-3-3">
        <title>Functional step. Collect-athon as a representation of progress.</title>
        <p>As a result, Steam is an ecosystem in which the act of buying/collecting games may
foster further chances for collecting within the platform, generating a virtually endless
cycle/progress, depending on the user’s response to the system itself.</p>
        <p>Initially, users buy games (1st collection layer). Moreover, games played through
Steam reward users with cards (2nd layer), which belong to broader sets; to complete
those sets, users need to exchange cards and items at the Steam market, which makes
it possible to complete the set and obtain the relative badge (3rd layer), which in turn
awards the user with XP. By raising their level, users gain better chances for rarer
cards and items (plus other advantages to their social status as collectors). In sum, the
act of buying and playing is integrated in the broader hobby of collecting, through the
interaction between collectable digital items, digital representations of users' progress,
and a feedback-and-reward cycle.</p>
        <p>The interactions between the many features and systems in Steam thus reinforce a
specific representation of its users, which is deeply focused on a digital narrative on
the experience of collecting. In this way, the design implies a specific model user,
defined by certain characteristics, needs and behaviours. The shop, the library, the
social network features are linked together through the user's progress systems: they
all concur to shape the representation of the user as a gamer collector, by depicting
his/her actions on the platform as a continuous process of progression which
translates a horizontal expansion (broadening owns collection) into a vertical one (gaining
experience and progressing in level). Instead of highlighting the collection as
"horizontal" progress, made by a series of discontinuous acquisitions, Steam translates the
process through the "verticality" of progress, shaping the user as a collector and
player at the same time.</p>
        <p>A basic set of elements and dynamics, evoking role-playing games, is used to
provide continuity and translatability among the practices of buying, playing and
collecting:
a) by assimilating the act of buying to the experience of collecting, and
b) by representing the process of collecting (games, badges) as a progressive and
continuous Performance, and
c) by translating the experience of playing games into a further experience of
collecting (through cards and achievements.)</p>
        <p>The purchase of a game is now part of a broader and virtually infinite process of
collecting; the value of the game itself may be backed and strengthened by its value as
a relevant piece of a collection, and by its value as a step towards the development of
the collection (a Utopian value, due to its status and ideal symbolic nature). By
linking the library features to the social network features, the connection between
collection and the identity is strengthened: the user is perceived as a result of his/her actions
as a collector and a player.</p>
        <p>As a result, the metrics of the user's progress, the elements in the inventory systems
and the dynamics of card acquisition and badge crafting interact in order to translate
the process of purchase games into a relatively oriented, defined and virtually infinite
process of collecting and shaping of the user's identity as a gamer. In Latour's terms,
the structure and algorithms of the Steam platform are delegated with the cognitive
process of organising and Sanctioning the user's actions: this delegation is a
translation of multiple possible individual paths, values and patterns, into a standardised one,
intended to produce a defined Program of Action, shaped as a cycle and enforced by
sets of feedback (buy games / receive cards / complete sets / receive badge / increase
level / better chance to collect and to showcase... ). The cycle between the act of
collecting (as if it was a game) and playing (as if it was collecting) reinforces and
strengthens the double correlation between buyers and players. The multiplication of
items and sets of collections (achievements, cards, items, badges) is tied to the
monetisation features of the Steam market, and the desire to buy more games to increase
their own level further ties players to buyers and collectors. The platform could thus
be compared to a collect-athon: a sub-genre of platform games, which require the
player to explore in order to collect elements or pieces of various objects (keys, vases,
glasses, stamps) in order to progress to the next levels.</p>
        <p>The act of collecting in Steam is represented as a continuous (almost endless)
process, in which the model user is represented by a motivated and disciplined subject.
While many gamified theories stress the role of challenges and mastery, the ideal
Program of Steam users may rely on patience and determination. The strategy through
which the system deal with the possible lack of motivation or interest is the
multiplication of the collectibles, and the assimilation between the user path and the practice
known as grinding: the act of continuously repeating the same simple activity in order
to slowly gain experience points, and money and collect new items.</p>
        <p>The dynamics and visual metaphor of grinding may thus be used by Steam to help
users against the possible counter-programs involved in collections: the feeling shared
by some collectors that the act in itself has become a fruitless and monotone
repetition, which is responsible for the loss of motivation. To prevent this, the Steam
model user is supported by the reassuring and constant visible progress and the
multiplication of the collections at stake.</p>
        <p>This preliminary understanding may provide some insights on the reasons behind
the (now discontinued) Steam sales contests. During the Summer sale contest in 2014,
each user was assigned to one of five groups at the beginning of the sales; each day,
users could obtain points for their group by buying games, obtaining cards and
crafting badges. At the end of each day, a selected number of users in the group with more
points would be awarded one free game among those displayed in their wish-lists.
Instead of competing every day, users decided to coordinate on the social media
platform Reddit to fix the contest through a mutual non-competition agreement,
preventively selecting a winner for each day. This led Valve to suddenly change the rules
during the contest, generating many complaints and various additional issues, which
led to the end of the Steam Holiday Contests and challenges.</p>
        <p>It may be that the idea of fostering the collecting system through a form of
competition over a newly generated artificial scarcity may have clashed against the assumed
and traditional values and beliefs implicit in the non-competitive, slow and steady
“horizontal” nature of the system, leading users to subvert the new system through a
mutual agreement to ensure better chances to buy and collect for everybody. While
only a partial account, this event may only show how complex and fragile the
meaning-making processes behind complex gamified systems and design may be.
4</p>
        <p>CONCLUSIONS.</p>
        <p>Of course, the analysis presented here is only a partial and preliminary
investigation of the possible gamified dynamics of the Steam platform. In no way it may be
representative of the complexity of the dynamics of the whole system; similarly, it
can’t properly describe the different behaviours and patterns enacted by the users of
the system; finally, it doesn’t pretend to evaluate the system efficiency and its ability
to produce the intended result in the long term. All these questions/issue may only be
answered through a multidisciplinary and collective investigation, which manage to
integrate the many findings of different disciplines in order to confirm or criticise the
temporary findings hereby provided. The aim, expressed at the beginning of this
contribution, to help the development of a general trading zone analysis for gamification
design.</p>
        <p>With this aim in mind, the analysis may have brought several significant insights
for the understanding of the case study, and for the investigation of gamification.
First, the analysis showed how a standardised set of game design elements may
produce a complex and unique gamified system, which may be used for better analysis
and insights on game design and gamification design alike. Following, the previous
insights may be backed or corrected through both qualitative and quantitative
analysis, aimed at observing the empirical behaviour of users and to better describe their
competences and interactions with the platform. Moreover, the insights in the design
implementation and the implicit sociocultural values may mutually intersect with
psychological theories on user engagement for a better understanding of human
behaviours and drives. Finally, the semiotic theories and tools may provide a general
cross-disciplinary stepping stone for the understanding of the unexpected and
unwanted consequences of gamified design and user behaviours and values.</p>
      </sec>
    </sec>
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