
The Gameful World
Approaches, Issues, Applications
MIT Press
Published on 16. January 2015
Book
Hardback
688 pages
978-0-262-02800-4 (ISBN)
Description
What if every part of our everyday life was turned into a game? The implications of "gamification."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 algorithmic
incentive 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.
incentive 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.
More details
Series
Language
English
Place of publication
Cambridge
United States
Publishing group
MIT Press Ltd
Target group
Professional and scholarly
Interest Age: From 18 years
Product notice
Cloth over boards
Illustrations
82 b&w illus., 6 tables
Dimensions
Height: 229 mm
Width: 203 mm
Thickness: 35 mm
ISBN-13
978-0-262-02800-4 (9780262028004)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Persons
Steffen P. Walz is an Associate Professor and Director of the Games and Experimental Entertainment Laboratory (GEElab) in the School of Communication at the Royal Melbourne Institute of Technology, and Director of RMIT's GEElab Europe in Karlsruhe, Germany. Sebastian Deterding is Visiting Professor at the Interactive Games and Media Program and MAGIC Center at Rochester Institute of Technology, and associate at the international design agency Hubbub.