The Gameful World: Approaches, Issues, Applications (Mit Press)
The Gameful World: Approaches, Issues, Applications (Mit Press)  The Gameful World: Approaches, Issues, Applications (Mit Press) 

The Gameful World: Approaches, Issues, Applications (Mit Press)

  • Brand: The MIT Press
  • Product Code: 026202800X
  • Availability: In Stock
  • $55.00



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The Gameful World: Approaches, Issues, Applications (Mit Press)

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.

Specifications
Binding Hardcover
Brand MIT Press
Color White
EANs 9780262028004
ItemPartNumber 43168-79679
Manufacturer The MIT Press
ProductGroup Book
ReleaseDate 2015-01-16T00:00:01Z
Title The Gameful World: Approaches, Issues, Applications (Mit Press)
UnitCount 1

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