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
Langue:anglais
Publié: meson press 2021
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Accès en ligne:Book_9783957960009_20200504_39
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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!
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language eng
publishDate 2021
publishDateRange 2021
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publisher meson press
publisherStr meson press
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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