The gameful world [electronic resource] : Approaches, issues, applications.

by Deterding, Sebastian; Andrews, Lori; Benson, Buster; Bogost, IanLooking glass; Carroll, John M; Flanagan, MaryLooking glass; Lampe, Cliff; Lantz, Frank; Lastowka, Greg; McGonigal, JaneLooking glass; ProQuest (Firm) [supplier.]Looking glass.

Series: The MIT Press Ser: Publisher: Cambridge : MIT Press, 2015.Description: 1 online resource (687 pages).ISBN: 9780262325714.Subject(s): Games -- Social aspects.;Play -- Social aspects.;Creative ability -- Social aspects.;Social psychologyAlternative form: Print version: The Gameful World : Approaches, Issues, Applications 9780262028004Online access: Read this e-book from ProQuest
List(s) this item appears in: MA Games Design - essential e-books
Item type Home library Collection Class number Status Date due Barcode Item reservations
e-Book Electronic Resources
e-Books Access available online
Total reservations: 0

Enhanced descriptions from Syndetics:

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 algorithmic

incentive 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.

Description based on publisher supplied metadata and other sources.

Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2020. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.

Other editions of this work

No cover image available The gameful world : ©2014