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  • 1
    Article
    Article
    In:  Schlüsselwerke der Cultural studies (2013), Seite 235-246 | year:2013 | pages:235-246
    ISBN: 353119884X
    Language: Undetermined
    Titel der Quelle: Schlüsselwerke der Cultural studies
    Publ. der Quelle: Wiesbaden : VS, Verl. für Sozialwissenschaften, 2013
    Angaben zur Quelle: (2013), Seite 235-246
    Angaben zur Quelle: year:2013
    Angaben zur Quelle: pages:235-246
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  • 2
    ISBN: 9783872961235
    Language: German
    Pages: Online-Ressource (136 S.) , graph. Darst.
    Series Statement: Arbeitspapiere des Hans-Bredow-Instituts 27
    Parallel Title: Erscheint auch als Leitmedium Internet?
    DDC: 302.231
    Keywords: Internet ; Massenmedien ; Medienkonsum
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
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  • 3
    Online Resource
    Online Resource
    New York ; London : Routledge
    ISBN: 9781315637532
    Language: English
    Pages: 1 Online-Ressource(IX, 484 Seiten) , Illustrationen
    Edition: First edition
    Parallel Title: Erscheint auch als
    Parallel Title: Erscheint auch als
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    Keywords: Fantastisches Rollenspiel ; Aufsatzsammlung ; Aufsatzsammlung ; Aufsatzsammlung ; Fantastisches Rollenspiel
    URL: Volltext  (lizenzpflichtig)
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  • 4
    Online Resource
    Online Resource
    Cambridge : The MIT Press | Ann Arbor, Michigan : ProQuest
    ISBN: 9780262325714
    Language: English
    Pages: 1 Online-Ressource (687 pages)
    DDC: 306.487
    RVK:
    Keywords: Spiel ; Computerspiel ; Spieler ; Gesellschaft ; Kultur ; Design ; Interaktion ; Neue Medien ; Interaktive Medien ; Virtuelle Realität ; Soziologie ; Aufsatzsammlung ; Aufsatzsammlung
    Abstract: What if every part of our everyday life was turned into a game? The implications of "gamification.".
    Note: Description based on publisher supplied metadata and other sources
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  • 5
    Article
    Article
    In:  Posttraditionale Gemeinschaften (2008), Seite 115-131 | year:2008 | pages:115-131
    ISBN: 3531157310
    Language: German
    Titel der Quelle: Posttraditionale Gemeinschaften
    Publ. der Quelle: Wiesbaden : VS, Verl. für Sozialwiss., 2008
    Angaben zur Quelle: (2008), Seite 115-131
    Angaben zur Quelle: year:2008
    Angaben zur Quelle: pages:115-131
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  • 6
    Article
    Article
    In:  Phänomenologie und Soziologie (2008), Seite 327-338 | year:2008 | pages:327-338
    ISBN: 3531154281
    Language: Undetermined
    Titel der Quelle: Phänomenologie und Soziologie
    Publ. der Quelle: Wiesbaden : VS Verlag für Sozialwissenschaften, 2008
    Angaben zur Quelle: (2008), Seite 327-338
    Angaben zur Quelle: year:2008
    Angaben zur Quelle: pages:327-338
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  • 7
    ISBN: 9780262028004
    Language: English
    Pages: IX, 676 Seiten , Illustrationen, Diagramme
    Parallel Title: Erscheint auch als The gameful world
    DDC: 306.4/87
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    Keywords: Games Social aspects ; Play Social aspects ; Creative ability Social aspects ; Social psychology ; Aufsatzsammlung ; Aufsatzsammlung ; Aufsatzsammlung ; Aufsatzsammlung ; Aufsatzsammlung ; Aufsatzsammlung ; Aufsatzsammlung ; Aufsatzsammlung ; Aufsatzsammlung ; Aufsatzsammlung ; Spiel ; Soziale Wirklichkeit
    Note: Literaturangaben , An introduction to the gameful world , Why gamification is bullshit , Gamification as behavioral psychology , Contraludics , Gamification and motivation , Gamification and economics , Losing is fun , Pleasurable troublemakers : gamification and design , Games as design archetypes , Behind games : playful mindsets and transformative practices , A gameful mind , Playing the good life : gamification and ethics , Games and the world , Playful aesthetics : toward a ludic language , Gamification and post-fordist capitalism , Monkey brains and fraction bingo : in defense of fun , Gamification and culture , The playpump , Technologies of control? : foucault and gamification , Privacy and data collection in the gameful world , Gamification and morality , Playful systems , The technical conditions of a gameful world , Bot-mediated reality , The gamepocalypse and the pleasure revolution , Playful design in practice , Gamification and the enterprise , When peers select tasks and teams , Gamification and social media , Collaboration in the gameful world , Massively multiplayer research : gamification and (citizen) science , Game state? : gamification and governance , Homo ludens (subspecies politikos) , The gameful city , Mobilising gamification , Gamifying green : gamification and environmental sustainability , Gamification and health , Learning to pivot : a play on possibility , Gamification and learning , I'm not playful, I'm gameful
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  • 8
    ISBN: 9780262325714
    Language: English
    Pages: 1 PDF (ix, 676 pages) , illustrations.
    Parallel Title: Erscheint auch als
    DDC: 306.4/87
    Keywords: Games ; Social aspects ; Play ; Social aspects ; Creative ability ; Social aspects ; Social psychology ; Epitaxial layers ; Excitons ; Nitrogen ; Radiative recombination ; Silicon carbide ; Temperature measurement ; Aufsatzsammlung
    Abstract: 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 DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie 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.
    Note: Includes bibliographical references and index. - Description based on PDF viewed 12/23/2015 , Mode of access: World Wide Web.
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  • 9
    Online Resource
    Online Resource
    Cambridge, Massachusetts : The MIT Press
    ISBN: 9780262325714 , 0262325713 , 9780262028004 , 026202800X
    Language: English
    Pages: 1 Online-Ressource (ix, 776 Seiten) , Illustrationen
    Parallel Title: Erscheint auch als The gameful world
    DDC: 306.4/87
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    Keywords: Creative ability / Social aspects ; Games / Social aspects ; Play / Social aspects ; Social psychology ; POLITICAL SCIENCE / Public Policy / Cultural Policy ; SOCIAL SCIENCE / Anthropology / Cultural ; SOCIAL SCIENCE / Popular Culture ; Gesellschaft ; Games Social aspects ; Play Social aspects ; Creative ability Social aspects ; Social psychology ; Virtuelle Realität ; Neue Medien ; Gesellschaft ; Design ; Kultur ; Spieler ; Spiel ; Interaktive Medien ; Computerspiel ; Entwicklung ; Interaktion ; Spiel ; Soziologie ; Aufsatzsammlung ; Electronic books ; Electronic books ; Electronic books ; Aufsatzsammlung ; Aufsatzsammlung ; Spiel ; Gesellschaft ; Spieler ; Kultur ; Spiel ; Entwicklung ; Design ; Interaktion ; Neue Medien ; Computerspiel ; Interaktive Medien ; Virtuelle Realität ; Soziologie
    Note: Literaturangaben
    URL: Volltext  (URL des Erstveröffentlichers)
    URL: Volltext  (lizenzpflichtig)
    URL: Volltext  (lizenzpflichtig)
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