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The Gameful World

Approaches, Issues, Applications

Bibliographic Data

ID19972942
AuthorsSteffen P Walz (0000-0002-7872-2607), Sebastian Deterding (0000-0003-0033-2104)
Year2014
Pages728
Publication date2014-12-26
Open AccessNo
TypeBOOK
VenueGameful World (SOURCE_BOOK)
PublisherMIT Press (PUBLISHER • US)
OpenAlexW830721175
Open LibraryOL29551181M
ISBN9780262028004
LanguageEN

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

Engineering ethics · Environmental ethics · Epistemology · Media studies · Political science · Premise · Public relations · Sociology · Sustainability · Digital Marketing and Social Media · Engineering · Philosophy · Creative ability · Games · Play · Social aspects · Social psychology

Citation velocityhistorical
Highly citedNo

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