The Gameful World

The Gameful World
Author: Steffen P. Walz,Sebastian Deterding
Publsiher: MIT Press
Total Pages: 687
Release: 2015-01-16
Genre: Computers
ISBN: 9780262028004

Download The Gameful World Book in PDF, Epub and Kindle

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.

The Digital Gaming Handbook

The Digital Gaming Handbook
Author: Roberto Dillon
Publsiher: CRC Press
Total Pages: 283
Release: 2020-07-15
Genre: Computers
ISBN: 9781000093544

Download The Digital Gaming Handbook Book in PDF, Epub and Kindle

The Digital Gaming Handbook covers the state-of-the-art in video and digital game research and development, from traditional to emerging elements of gaming across multiple disciplines. Chapters are presented with applicability across all gaming platforms over a broad range of topics, from game content creation through gameplay at a level accessible for the professional game developer while being deep enough to provide a valuable reference of the state-of-the-art research in this field. Key Features: International experts share their research and experience in game development and design Provides readers with inside perspectives on the cross-disciplinary aspects of the industry Includes retrospective and forward-looking examinations of gaming Editor: Dr. Roberto Dillon is a leading game studies educator with more than 15 years of experience in the field of game design and development.

Research Handbook on Ethical Consumption

Research Handbook on Ethical Consumption
Author: Marylyn Carrigan,Victoria K. Wells,Karolos A. Papadas
Publsiher: Edward Elgar Publishing
Total Pages: 415
Release: 2023-05-09
Genre: Business & Economics
ISBN: 9781802202021

Download Research Handbook on Ethical Consumption Book in PDF, Epub and Kindle

Presenting a contemporary reflection on ethical and sustainable consumption, this insightful Research Handbook offers discussions on the challenges and complexity of living an ethical and sustainable life, and for the researchers who study them. Featuring cutting-edge, multidisciplinary research from authors with unique perspectives and expert insights, this Research Handbook takes a deeper look at the past, present, and future of ethical and sustainable consumption.

Gamification in the RhetComp Curriculum

Gamification in the RhetComp Curriculum
Author: Christopher McGunnigle
Publsiher: Vernon Press
Total Pages: 334
Release: 2023-01-17
Genre: Education
ISBN: 9781648896101

Download Gamification in the RhetComp Curriculum Book in PDF, Epub and Kindle

Gamification is an up and coming popular trend in all levels and types of education, including public and private schools, higher education, the military, the private sector, and elsewhere. Gamification introduces aspects of game design like teamwork, competition, rewards and prizes, storytelling, and more into lesson plan units. In many cases, actual games, whether it be Scrabble, Hangman, Candy Crush, Dungeons & Dragons, and many others, are adapted into educational tools. This chapter collection will specifically look at the use of gamification techniques in Freshmen Writing courses and related Composition, Writing and Rhetoric classes. Each chapter will provide sample gamified lessons supported by relevant scholarship in both Gamification Theory and Writing Studies.

Intersectional Automations

Intersectional Automations
Author: Nathan Rambukkana
Publsiher: Rowman & Littlefield
Total Pages: 283
Release: 2021-06-29
Genre: Social Science
ISBN: 9781793620521

Download Intersectional Automations Book in PDF, Epub and Kindle

Intersectional Automations explores a range of situations where robotics, biotechnological enhancement, artificial intelligence (AI), and algorithmic culture collide with intersectional social justice issues such as race, class, gender, sexuality, ability, and citizenship. As robots, machine learning applications, and human augmentics are artifacts of human culture, they sometimes carry stereotypes, biases, exclusions, and other forms of privilege into their computational logics, platforms, and/or embodiments. The essays in this multidisciplinary collection consider how questions of equity and social justice impact our understanding of these developments, analyzing not only the artifacts themselves, but also the discourses and practices surrounding them, including societal understandings, design choices, law and policy approaches, and their uses and abuses.

Digital Culture Society DCS

Digital Culture   Society  DCS
Author: Pablo Abend,Sonia Fizek,Mathias Fuchs,Karin Wenz
Publsiher: transcript Verlag
Total Pages: 173
Release: 2020-09-30
Genre: Social Science
ISBN: 9783839444795

Download Digital Culture Society DCS Book in PDF, Epub and Kindle

This double issue of Digital Culture & Society addresses the complex thematic field of the dialectics of play and labour. We will take a closer look at the problem of play and work from two overlapping, albeit not mutually exclusive, perspectives: laborious play and playful work. The term laborious play points to practices and processes that turn playful activities into hard work. Laborious play happens whenever playfulness turns into work, and may be observed in such activities such as e-sports, excessive play, »goldfarming«, and Twitch gameplay broadcasting, amongst many others. A complementary phenomenon to that of laborious play is the practice and concept of playful work. The promises of a joyful and rewarding working experience have been promoted as »gamification« while critical voices denounce such attempts as ideology, exploitation or simply »bullshit«.

Video Games as Culture

Video Games as Culture
Author: Daniel Muriel,Garry Crawford
Publsiher: Routledge
Total Pages: 194
Release: 2018-03-14
Genre: Social Science
ISBN: 9781317223924

Download Video Games as Culture Book in PDF, Epub and Kindle

Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.

The Relevance of Alan Watts in Contemporary Culture

The Relevance of Alan Watts in Contemporary Culture
Author: Peter J. Columbus
Publsiher: Routledge
Total Pages: 234
Release: 2021-03-31
Genre: Psychology
ISBN: 9781000384994

Download The Relevance of Alan Watts in Contemporary Culture Book in PDF, Epub and Kindle

Whilst accounting for the present-day popularity and relevance of Alan Watts’ contributions to psychology, religion, arts, and humanities, this interdisciplinary collection grapples with the ongoing criticisms which surround Watts’ life and work. Offering rich examination of as yet underexplored aspects of Watts’ influence in 1960s counterculture, this volume offers unique application of Watts’ thinking to contemporary issues and critically engages with controversies surrounding the commodification of Watts’ ideas, his alleged misreading of Biblical texts, and his apparent distortion of Asian religions and spirituality. Featuring a broad range of international contributors and bringing Watts’ ideas squarely into the contemporary context, the text provides a comprehensive, yet nuanced exploration of Watts’ thinking on psychotherapy, Buddhism, language, music, and sexuality. This text will benefit researchers, doctoral students, and academics in the fields of psychotherapy, phenomenology, and the philosophy of psychology more broadly. Those interested in Jungian psychotherapy, spirituality, and the self and social identity will also enjoy this volume.