Details

Title The gameful world: approaches, issues, applications
Other creators Walz Steffen P.; Deterding Sebastian
Organization IEEE Xplore (Online Service); MIT Press
Imprint Cambridge, Massachusetts London, England: MIT Press, 2014
Collection Электронные книги зарубежных издательств; Общая коллекция
Subjects игры; творческие способности; социальный аспект; социальная психология; MIT Press eBooks Library
LBC 60.564.0
Document type Other
File type Other
Language English
Rights Доступ по паролю из сети Интернет (чтение, печать)
Record key 7040491
Record create date 12/23/2015

Allowed Actions

View

What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as "gamification." As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture.Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this "gameful world"? Can game design energize society and individuals, or will algorithmicincentive systems become our new robot overlords?In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture -- including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.

Access count: 16 
Last 30 days: 1

Detailed usage statistics