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Sebastian Deterding & Steffen P. Walz 
Gameful World 
Approaches, Issues, Applications

Ủng hộ
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 De Koven, Bill Gaver, Jane Mc Gonigal, Frank Lantz, Jesse Schell, Kevin Slavin, Mc Kenzie 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.
€138.21
phương thức thanh toán
Ngôn ngữ Anh ● định dạng PDF ● Trang 688 ● ISBN 9780262325714 ● Biên tập viên Sebastian Deterding & Steffen P. Walz ● Nhà xuất bản The MIT Press ● Được phát hành 2015 ● Có thể tải xuống 3 lần ● Tiền tệ EUR ● TÔI 4852212 ● Sao chép bảo vệ Adobe DRM
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