What if every part of our everyday life was turned into a game? The implications of "gamification."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 De Koven, Bill Gaver, Jane Mc Gonigal, Frank Lantz, Jesse Schell, Kevin Slavin, Mc Kenzie 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.
Sebastian Deterding & Steffen P. Walz
Gameful World [PDF ebook]
Approaches, Issues, Applications
Gameful World [PDF ebook]
Approaches, Issues, Applications
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Sprache Englisch ● Format PDF ● Seiten 688 ● ISBN 9780262325714 ● Herausgeber Sebastian Deterding & Steffen P. Walz ● Verlag The MIT Press ● Erscheinungsjahr 2015 ● herunterladbar 3 mal ● Währung EUR ● ID 4852212 ● Kopierschutz Adobe DRM
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