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The Gameful World : Approaches, Issues, Applications.

By: Contributor(s): Material type: TextTextSeries: The MIT Press SeriesPublisher: Cambridge : MIT Press, 2015Copyright date: ©2014Edition: 1st edDescription: 1 online resource (687 pages)Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9780262325714
Subject(s): Genre/Form: Additional physical formats: Print version:: The Gameful WorldDDC classification:
  • 306.4/87
LOC classification:
  • GV1201.38.G36 2014eb
Online resources:
Contents:
Intro -- Contents -- An Introduction to the Gameful World -- I Approaches -- Position Statemnet: Manifesto for a Ludic Century -- 1 The Ambiguity of Games -- 2 Why Gamification is Bullshit -- 3 Gamification as Behavioral Psychology -- Position Statement: Contraludics -- 4 Gamification and Motivation -- 5 Gamification and Economics -- Position Statement: Losing is Fun -- 6 Pleasurable Troublemakers -- Position Statement: Games as Design Archetypes -- 7 Behind Games -- Position Statement: A Gameful Mind -- 8 Playing the Good Life -- Position Statement: Games and the World -- 9 Playful Aesthetics -- II Issues -- 10 Gamification and Post-Fordist Capitalism -- Position Statement: Monkey Brains and Fraction Bingo -- 11 Gamification and Culture -- 12 The Playpump -- 13 Foucalt's Fitbit -- 14 Privacy and Data Collection in the Gameful World -- 15 Gamification and Morality -- Position Statement: Playful Systems -- 16 The Technical Conditions of a Gameful World -- Position Statement: Bot-Mediated Reality -- III Applications -- Position Statement: The Gamepocalypse and the Pleasure Revolution -- 17 Dissecting Playfulness for Practical Design -- 18 Gamification and the Enterprise -- Position Statement: When Peers Select Tasks and Teams -- 19 Gamification and Social Media -- Position Statement: Collaboration in the Gameful World -- 20 Massively Multiplayer Research -- 21 Game State? -- Position Statement: Homo Ludens (Subspecies Politikos) -- 22 The Gameful City -- Position Statement: Mobilizing Gamification -- 23 Gamifying Green: Gamification and Environmental Sustainability -- 24 Gamification and Health -- Position Statement: Learning to Pivot -- 25 Gamification and Learning -- Position Statement: I'm Not Playful, I'm Gameful -- About the Authors -- Index.
Summary: What if every part of our everyday life was turned into a game? The implications of "gamification.".
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Intro -- Contents -- An Introduction to the Gameful World -- I Approaches -- Position Statemnet: Manifesto for a Ludic Century -- 1 The Ambiguity of Games -- 2 Why Gamification is Bullshit -- 3 Gamification as Behavioral Psychology -- Position Statement: Contraludics -- 4 Gamification and Motivation -- 5 Gamification and Economics -- Position Statement: Losing is Fun -- 6 Pleasurable Troublemakers -- Position Statement: Games as Design Archetypes -- 7 Behind Games -- Position Statement: A Gameful Mind -- 8 Playing the Good Life -- Position Statement: Games and the World -- 9 Playful Aesthetics -- II Issues -- 10 Gamification and Post-Fordist Capitalism -- Position Statement: Monkey Brains and Fraction Bingo -- 11 Gamification and Culture -- 12 The Playpump -- 13 Foucalt's Fitbit -- 14 Privacy and Data Collection in the Gameful World -- 15 Gamification and Morality -- Position Statement: Playful Systems -- 16 The Technical Conditions of a Gameful World -- Position Statement: Bot-Mediated Reality -- III Applications -- Position Statement: The Gamepocalypse and the Pleasure Revolution -- 17 Dissecting Playfulness for Practical Design -- 18 Gamification and the Enterprise -- Position Statement: When Peers Select Tasks and Teams -- 19 Gamification and Social Media -- Position Statement: Collaboration in the Gameful World -- 20 Massively Multiplayer Research -- 21 Game State? -- Position Statement: Homo Ludens (Subspecies Politikos) -- 22 The Gameful City -- Position Statement: Mobilizing Gamification -- 23 Gamifying Green: Gamification and Environmental Sustainability -- 24 Gamification and Health -- Position Statement: Learning to Pivot -- 25 Gamification and Learning -- Position Statement: I'm Not Playful, I'm Gameful -- About the Authors -- Index.

What if every part of our everyday life was turned into a game? The implications of "gamification.".

Description based on publisher supplied metadata and other sources.

Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.

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