The Gameful World: Approaches, Issues, Applications

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9780262028004: The Gameful World: Approaches, Issues, Applications

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 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.

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Steffen P. Walz, Sebastian Deterding
Editore: MIT Press Ltd
ISBN 10: 026202800X ISBN 13: 9780262028004
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Descrizione libro MIT Press Ltd. Hardback. Condizione libro: new. BRAND NEW, The Gameful World: Approaches, Issues, Applications, Steffen P. Walz, Sebastian Deterding, 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 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. Codice libro della libreria B9780262028004

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Descrizione libro MIT Press, 2015. HRD. Condizione libro: New. New Book. Shipped from UK in 4 to 14 days. Established seller since 2000. Codice libro della libreria WM-9780262028004

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Descrizione libro MIT Press 2015-02-23, 2015. Condizione libro: New. Brand new book, sourced directly from publisher. Dispatch time is 24-48 hours from our warehouse. Book will be sent in robust, secure packaging to ensure it reaches you securely. Codice libro della libreria NU-GRD-05185050

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Editore: MIT Press Ltd, United States (2015)
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Descrizione libro MIT Press Ltd, United States, 2015. Hardback. Condizione libro: New. 231 x 206 mm. Language: English . Brand New Book. 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 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. Codice libro della libreria AAZ9780262028004

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Editore: MIT Press Ltd, United States (2015)
ISBN 10: 026202800X ISBN 13: 9780262028004
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Descrizione libro MIT Press Ltd, United States, 2015. Hardback. Condizione libro: New. 231 x 206 mm. Language: English . Brand New Book. 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 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. Codice libro della libreria AAZ9780262028004

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Walz, Steffen P. (EDT)/ Deterding, Sebastian (EDT)
Editore: MIT Press Ltd 2015-02-06, Cambridge, Mass. (2015)
ISBN 10: 026202800X ISBN 13: 9780262028004
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Descrizione libro MIT Press Ltd 2015-02-06, Cambridge, Mass., 2015. hardback. Condizione libro: New. Codice libro della libreria 9780262028004

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Editore: The MIT Press (2015)
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Descrizione libro The MIT Press, 2015. Condizione libro: New. Brand New, Unread Copy in Perfect Condition. A+ Customer Service! Summary: What if our whole life were turned into a game? What sounds like the premise of ascience fiction novel is today becoming reality as "gamification." As more and moreorganizations, practices, products, and services are infused with elements from games and play tomake them more engaging, we are witnessing a veritable ludification ofculture. Yet while some celebrate gamification as a possible answer to mankind'stoughest challenges and others condemn it as a marketing ruse, the question remains: what are theramifications 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 andthe 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. Theyoutline 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. Codice libro della libreria ABE_book_new_026202800X

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