Description

Book Synopsis
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?


Table of Contents
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

Games in Everyday Life: For Play

    Product form

    £74.09

    Includes FREE delivery

    RRP £77.99 – you save £3.90 (5%)

    Order before 4pm tomorrow for delivery by Tue 4 Aug 2026.

    A Hardback by Nathan Hulsey

    Out of stock

      Trusted by thousands of customers. See 2,385+ Customer Reviews

      View other formats and editions of Games in Everyday Life: For Play by Nathan Hulsey

      Publisher: Emerald Publishing Limited
      Publication Date: Publication Date: 25/11/2019
      ISBN13: 9781838679385, 978-1838679385
      ISBN10: 1838679383

      Description

      Book Synopsis
      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?


      Table of Contents
      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

      Recently viewed products

      © 2026 Book Curl

        • American Express
        • Apple Pay
        • Diners Club
        • Discover
        • Google Pay
        • Maestro
        • Mastercard
        • PayPal
        • Shop Pay
        • Union Pay
        • Visa

        Login

        Forgot your password?

        Don't have an account yet?
        Create account