Rethinking Gamification
Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and le...
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| Format: | Online |
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| Langue: | anglais |
| Publié: |
meson press
2021
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| Sujets: | |
| Accès en ligne: | Book_9783957960009_20200504_39 |
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| _version_ | 1869530305278246912 |
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| collection | Directory of Open Access Books |
| description | Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new tool for governing populations more effectively. It promises to fix what is wrong with reality by making every single one of us fitter, happier, and healthier. Indeed, it seems like all of society is up for being transformed into one massive game. The contributions in this book offer a candid assessment of the gamification hype. They trace back the historical roots of the phenomenon and explore novel design practices and methods. They critically discuss its social implications and even present artistic tactics for resistance. It is time to rethink gamification! |
| format | Online |
| id | doab-20.500.12854ir-30653 |
| institution | Directory of Open Access Books |
| language | eng |
| publishDate | 2021 |
| publishDateRange | 2021 |
| publishDateSort | 2021 |
| publisher | meson press |
| publisherStr | meson press |
| record_format | ojs |
| spelling | doab-20.500.12854ir-306532025-07-30T10:21:43Z Rethinking Gamification Fuchs, Mathias Fizek, Sonia Ruffino, Paolo Schrape, Niklas Game Studies Gamification Media Studies thema EDItEUR::A The Arts::AT Performing arts::ATF Films, cinema thema EDItEUR::A The Arts::AT Performing arts::ATJ Television thema EDItEUR::A The Arts::AT Performing arts::ATF Films, cinema thema EDItEUR::A The Arts::AT Performing arts::ATJ Television Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new tool for governing populations more effectively. It promises to fix what is wrong with reality by making every single one of us fitter, happier, and healthier. Indeed, it seems like all of society is up for being transformed into one massive game. The contributions in this book offer a candid assessment of the gamification hype. They trace back the historical roots of the phenomenon and explore novel design practices and methods. They critically discuss its social implications and even present artistic tactics for resistance. It is time to rethink gamification! 2021-02-10T13:43:43Z 2021-02-10T13:43:43Z 2020-05-04T14:51:08Z 2014 book Book_9783957960009_20200504_39 OCN: 1122603054 http://library.oapen.org/handle/20.500.12657/37581 https://directory.doabooks.org/handle/20.500.12854/30653 eng open access image/jpeg image/jpeg image/jpeg Attribution-NonCommercial-ShareAlike 4.0 International Attribution-NonCommercial-ShareAlike 4.0 International Attribution-NonCommercial-ShareAlike 4.0 International https://library.oapen.org/bitstream/20.500.12657/37581/1/9783957960016-rethinking-gamification.pdf https://library.oapen.org/bitstream/20.500.12657/37581/1/9783957960016-rethinking-gamification.pdf https://library.oapen.org/bitstream/20.500.12657/37581/1/9783957960016-rethinking-gamification.pdf meson press 10.14619/001 10.14619/001 ac472089-6d55-48f6-b3d5-e22eef42c7db ScholarLed 344 open access |
| spellingShingle | Game Studies Gamification Media Studies thema EDItEUR::A The Arts::AT Performing arts::ATF Films, cinema thema EDItEUR::A The Arts::AT Performing arts::ATJ Television thema EDItEUR::A The Arts::AT Performing arts::ATF Films, cinema thema EDItEUR::A The Arts::AT Performing arts::ATJ Television Rethinking Gamification |
| title | Rethinking Gamification |
| title_full | Rethinking Gamification |
| title_fullStr | Rethinking Gamification |
| title_full_unstemmed | Rethinking Gamification |
| title_short | Rethinking Gamification |
| title_sort | rethinking gamification |
| topic | Game Studies Gamification Media Studies thema EDItEUR::A The Arts::AT Performing arts::ATF Films, cinema thema EDItEUR::A The Arts::AT Performing arts::ATJ Television thema EDItEUR::A The Arts::AT Performing arts::ATF Films, cinema thema EDItEUR::A The Arts::AT Performing arts::ATJ Television |
| topic_facet | Game Studies Gamification Media Studies thema EDItEUR::A The Arts::AT Performing arts::ATF Films, cinema thema EDItEUR::A The Arts::AT Performing arts::ATJ Television thema EDItEUR::A The Arts::AT Performing arts::ATF Films, cinema thema EDItEUR::A The Arts::AT Performing arts::ATJ Television |
| url | Book_9783957960009_20200504_39 |