Gamified socializing in remote education: An exploration of the social affordances of the gamified conference platform Gather
Summary
Since the beginning of 2020, the COVID-19 pandemic has forced education to digital
platforms. While the great influence gained by economically driven businesses is a problem,
another important issue is the lack of social interaction between students in digital
environments. Students experience a lower degree of connectedness in online settings
compared to traditional, location-bound education. The present study aimed to investigate the
gamified conference platform ‘Gather’ in terms of how it facilitates remote socializing, which
is the use of virtual platforms to form relationships and experience relatedness with others. The
platform’s virtual interface has been analyzed by employing a discursive interface analysis.
The functional, sensory, and cognitive affordances that enable social interaction and produce
norms about it were evaluated. The results showed that Gather constructs social interaction by
trying to replicate how it functions in real life. Two factors emerged most crucial. The first is
proximity; interaction through video- and audio-chats is only possible if users are in each
other’s vicinity. The second is interactivity, as users have to move their virtual avatars through
the interface, not only to interact with others but also to use objects, for example for
collaborative work. These findings imply that a playful interface on conference platforms has
the potential to come closer to replicating real-life interaction and thereby create a higher
degree of relatedness between peers.