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02794nam a2200397 4500 |
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9781838679392 |
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20191219103429.0 |
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191219t20192020enk ob 001 0 eng d |
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|a 9781838679392
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|a UtOrBLW
|b eng
|e rda
|c UtOrBLW
|d GrThAP
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|a GV1469.34.S52
|b H85 2019
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|a GAM013000
|2 bisacsh
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|a WDM
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|a 794
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|a 794.8
|2 23
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|a Hulsey, Nathan,
|e author.
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|a Games in everyday life :
|b for play /
|c by Nathan Hulsey (Nazarbayev University, Kazakhstan).
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|a Bingley, U.K. :
|b Emerald Publishing Limited,
|c 2019.
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|c ©2020
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|a 1 online resource (218 pages)
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a Includes bibliographical references and index.
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|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.
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|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?
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|a Print version record.
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650 |
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|a Video games
|x Social aspects.
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650 |
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|a Video games
|x Equipment and supplies.
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650 |
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|a Games & activities, Video & Mobile.
|2 bisacsh
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|a Indoor games.
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|z 9781838679385
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|u https://doi.org/10.1108/9781838679378
|z Full Text via HEAL-Link
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