The game of academic publishing: a review of gamified publication practices in the social sciences

Nathalie Ann Köbli, Luisa Leisenheimer, Mira Achter, Teresa Kucera, Cornelia Schadler
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Abstract

In the last decades, academic publishing in the Social Sciences has experienced a shift toward research management by non-academic stakeholders and performance-based funding systems (PBFSs). The resulting conditions of knowledge production and dissemination are increasingly described with “game” metaphors. This article provides a literature review of research concerning publishing in the Social Sciences and discusses how gamification becomes a key element. Quantifying publication outcomes to assess and financially incentivize research performance results in a highly competitive playing field where access to goods and services is denied to those who play the game poorly. The pressure to publish leads to unethical behavior and predatory publishing which are two side-effects of gamified practices. The reviewed literature also shows unequal starting conditions in terms of gender and language inequalities, as well as the dominance of the Global North. We conclude that the gamification of publication practices in the Social Sciences leads to stressful and dreadful environments.
学术出版游戏:社会科学游戏化出版实践综述
在过去几十年中,社会科学领域的学术出版经历了向由非学术利益相关者和基于绩效的资助体系(PBFSs)进行研究管理的转变。由此产生的知识生产和传播条件越来越多地被用 "游戏 "的比喻来描述。本文对有关社会科学出版的研究进行了文献综述,并讨论了游戏化如何成为一个关键因素。通过量化出版成果来评估研究绩效并对其进行经济激励,会导致竞争激烈,游戏玩得不好的人就无法获得商品和服务。发表论文的压力会导致不道德行为和掠夺性发表,而这正是游戏化实践的两个副作用。查阅的文献还显示,在性别和语言不平等方面,起始条件也不平等,而且全球北方国家占主导地位。我们的结论是,社会科学领域出版实践的游戏化导致了紧张和可怕的环境。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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