Games in everyday life : for play /

In this book, Nathan Hulsey explores the links between game design, surveillance, computation, and the emerging technologies that impact our everyday lives at home, at work, and with our family and friends. The book delves into the role of gamification in motivating us to use software and applicatio...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Κύριος συγγραφέας: Hulsey, Nathan (Συγγραφέας)
Μορφή: Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Bingley, U.K. : Emerald Publishing Limited, 2019.
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
LEADER 02794nam a2200397 4500
001 9781838679392
003 UtOrBLW
005 20191219103429.0
006 m o d
007 cr un|||||||||
008 191219t20192020enk ob 001 0 eng d
020 |a 9781838679392 
040 |a UtOrBLW  |b eng  |e rda  |c UtOrBLW  |d GrThAP 
050 4 |a GV1469.34.S52  |b H85 2019 
072 7 |a GAM013000  |2 bisacsh 
072 7 |a WDM  |2 bicssc 
080 |a 794 
082 0 4 |a 794.8  |2 23 
100 1 |a Hulsey, Nathan,  |e author. 
245 1 0 |a Games in everyday life :  |b for play /  |c by Nathan Hulsey (Nazarbayev University, Kazakhstan). 
264 1 |a Bingley, U.K. :  |b Emerald Publishing Limited,  |c 2019. 
264 4 |c ©2020 
300 |a 1 online resource (218 pages) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
504 |a Includes bibliographical references and index. 
505 0 0 |a Introduction -- Chapter 1. Game studies and gamification -- Chapter 2. Defining gamification -- Chapter 3. Gamespace, simulation, and gamification -- Chapter 4. Histories of gaming and computation -- Chapter 5. Gamification, power, and networks -- Chapter 6. Gamified health and bodies -- Chapter 7. The labors of play -- Conclusion -- References -- Index. 
520 |a In this book, Nathan Hulsey explores the links between game design, surveillance, computation, and the emerging technologies that impact our everyday lives at home, at work, and with our family and friends. The book delves into the role of gamification in motivating us to use software and applications, alter our behaviors, and to collect, display, and contextualize personal data. The author utilizes historical examples of pre-gamified technologies and techniques to explore gamification's growing effect on environments, bodies, and spaces. Reimagining gamification as a surveillance-oriented ideology that eschews traditional disciplinary techniques of control, he argues that gamification uses seduction, in the forms of game mechanics, to encourage people to submit their data in a strategy that utilizes play to promote social, economic and behavioral change. He asks: What are the consequences of leveraging play as a mode of control? What are the outcomes using of addictive design to influence our perception of work and play? As we become more reliant on the digital, will we all become players in an infinite game? If so, who wins? 
588 0 |a Print version record. 
650 0 |a Video games  |x Social aspects. 
650 0 |a Video games  |x Equipment and supplies. 
650 7 |a Games & activities, Video & Mobile.  |2 bisacsh 
650 7 |a Indoor games.  |2 bicssc 
776 |z 9781838679385 
856 4 0 |u https://doi.org/10.1108/9781838679378  |z Full Text via HEAL-Link