Beschreibung The Gameful World: Approaches, Issues, Applications (Mit Press). 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 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.
The Gameful World: Approaches, Issues, Applications ~ The Gameful World: Approaches, Issues, Applications. Edited by Steffen P. Walz. Steffen P. Walz Steffen P. Walz is an Associate Professor and Director of the Games and Experimental Entertainment Laboratory (GEElab) in the School of Media and Communication at the Royal Melbourne Institute of Technology, and Director of RMIT's GEElab Europe in Karlsruhe, Germany. Search for other works by this .
The Gameful World / The MIT Press ~ 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 .
The Gameful World: Approaches, Issues, Applications MIT ~ The Gameful World: Approaches, Issues, Applications (MIT Press) by Unknown(2015-01-16) / / ISBN: / Kostenloser Versand für alle Bücher mit Versand und Verkauf duch .
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The Gameful World : Approaches, Issues, Applications ~ [(The Gameful World : Approaches, Issues, Applications)] [Edited by Steffen P. Walz ] published on (February, 2015) / Steffen P. Walz / ISBN: / Kostenloser Versand für alle Bücher mit Versand und Verkauf duch .
Walz, S: Gameful World (Mit Press): : Walz ~ Walz, S: Gameful World (Mit Press) / Walz, Steffen P., Deterding, Sebastian, Walz, Steffen P. / ISBN: 9780262028004 / Kostenloser Versand für alle Bücher mit .
(PDF) Walz und Deterding (Hrsg): The Gameful World ~ The Gameful World: Approaches, Issues, Applications. Der erste hier zu rezensie- rende Titel ist der knapp un-ter 700 Seiten umfassende, 2014 im V erlag des renom-mierten Massachusetts Insti-tute .
eBook: Gameful World von Sebastian Deterding / ISBN 978-0 ~ Gameful World von Sebastian Deterding, Steffen P. Walz (ISBN 978-0-262-32571-4) online kaufen / Sofort-Download - lehmanns
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