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  1. Rethinking gamification
    Contributor: Fuchs, Mathias (Herausgeber); Fizek, Sonia (Herausgeber); Ruffino, Paolo (Herausgeber); Schrape, Niklas (Herausgeber)
    Published: [2014]
    Publisher:  meson press, Lüneburg

    Universität Marburg, Universitätsbibliothek
    001 AP 15963 F951
    Unlimited inter-library loan, copies and loan
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    Content information
    Source: Union catalogues
    Contributor: Fuchs, Mathias (Herausgeber); Fizek, Sonia (Herausgeber); Ruffino, Paolo (Herausgeber); Schrape, Niklas (Herausgeber)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9783957960009
    Other identifier:
    9783957960009
    RVK Categories: MS 1290 ; AP 15963
    DDC Categories: 300; 793
    Subjects: Spiel; Spielforschung; Soziologie
    Scope: 342 Seiten, Illustrationen, 24 cm
    Notes:

    Literaturangaben

  2. Rethinking Gamification
    Contributor: Fuchs, Mathias (Publisher); Fizek, Sonia (Publisher); Ruffino, Paolo (Publisher); Schrape, Niklas (Publisher)
    Published: 2014
    Publisher:  meson press

    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... more

     

    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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    Source: OAPEN
    Contributor: Fuchs, Mathias (Publisher); Fizek, Sonia (Publisher); Ruffino, Paolo (Publisher); Schrape, Niklas (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    Other identifier:
    Subjects: Film, TV & radio
    Other subjects: Game Studies; Gamification; Media Studies
    Scope: 1 electronic resource (344 p.)