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Title:
The gamification of society
Author:
Le Lay, Stéphane, editor.
ISBN:
9781119821557

9781119821540

9781119821533
Publication Information:
London : ISTE ; Hoboken : Wiley, 2021.
Physical Description:
1 online resource (xvii, 195 pages) : illustrations
Series:
Research, innovative theory and methods in social sciences and humanities set ; v. 2

Science, society and new technologies series.

Science, society and new technologies series. Research, innovative theories and methods in social sciences and humanities set ; v. 2.
Contents:
Theoretical discussion and empirical examination of "gamification" -- Paradoxes of gamification / Gamification and its discontents: the mechanics of the game and the question of the game's operationality in game design texts / The origins of the gamification process: the case of pre-industrial societies / Reward chart for using the potty? Justifications and criticisms of "gamified" child rearing / Bodies and subjectivities involvement -- Digital engagement technologies? The interplay of datafication and gamification in quantified self activities / The "gamblification" of life or the extension of the gambling domain: words from passionate gambler in France and Beligium / The political and social extensions of play through gamification -- Politics and video games: presidential elections and the gamification of partisan mobilizations / Datagames: questions about the unproductive criterion of play
Abstract:
The applications of gamification and the contexts in which game elements can be successfully incorporated have grown significantly over the years. They now include the fields of health, education, work, the media and many others. However, the human and social sciences still neglect the analysis and critique of gamification. Research conducted in this area tends to focus on game objects and not gamification�s logic as its ideological dimension. Considering that the game, as a model and a reference, laden with social value, deserves to be questioned beyond its objects, The Gamification of Society gathers together texts, observations and criticisms that question the influence that games and their �mechanics� have on wider society. The empirical research presented in this book (examining designers� practices, early childhood, political action, the quantified self, etc.) also probes several different national contexts #x96; those of Norway, Belgium, the United States and France, among others.
Local Note:
John Wiley and Sons
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E-Book 596663-1001 GV1201.38 .G36 2021 EB
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