Description

The applications of gamification and the contexts in which game elements can be successfully incorporated have grown significantly over the years. They now include the fields of health, education, work, the media and many others. However, the human and social sciences still neglect the analysis and critique of gamification.

Research conducted in this area tends to focus on game objects and not gamification�s logic as its ideological dimension. Considering that the game, as a model and a reference, laden with social value, deserves to be questioned beyond its objects, The

Gamification of Society gathers together texts, observations and criticisms that question the influence that games and their �mechanics� have on wider society. The empirical research presented in this book (examining designers� practices, early childhood, political action, the quantified self, etc.) also probes several different national contexts – those of Norway, Belgium, the United States and France, among others.

The Gamification of Society

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£137.95

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Hardback by Stéphane Le Lay , Emmanuelle Savignac

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The applications of gamification and the contexts in which game elements can be successfully incorporated have grown significantly over the... Read more

    Publisher: ISTE Ltd and John Wiley & Sons Inc
    Publication Date: 11/06/2021
    ISBN13: 9781786306456, 978-1786306456
    ISBN10: 178630645X

    Number of Pages: 224

    Non Fiction , Politics, Philosophy & Society

    Description

    The applications of gamification and the contexts in which game elements can be successfully incorporated have grown significantly over the years. They now include the fields of health, education, work, the media and many others. However, the human and social sciences still neglect the analysis and critique of gamification.

    Research conducted in this area tends to focus on game objects and not gamification�s logic as its ideological dimension. Considering that the game, as a model and a reference, laden with social value, deserves to be questioned beyond its objects, The

    Gamification of Society gathers together texts, observations and criticisms that question the influence that games and their �mechanics� have on wider society. The empirical research presented in this book (examining designers� practices, early childhood, political action, the quantified self, etc.) also probes several different national contexts – those of Norway, Belgium, the United States and France, among others.

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