Publication

2015 - MIT Press

Language

English

Word Count

182,000 words, Guess

Page Count

728 pages

Identifiers

  • ISBN-139780262028004
  • ISBN-10026202800X
  • Library of Congress Control Number2014013731
  • OCLC Control Number878501814
  • Better World Books9780262028004
and 1 more

Classifications

  • LCCGV1201.38.G36 2014
  • LCCGV1201.38 .G36 2014

Description

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.--

Subjects

Other Editions

  • Gameful WorldMIT Press2015

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