bszlogo
Deutsch Englisch Französisch Spanisch
SWB
sortiert nach
nur Zeitschriften/Serien/Datenbanken nur Online-Ressourcen OpenAccess
  Unscharfe Suche
Suchgeschichte Kurzliste Vollanzeige Besitznachweis(e)

Recherche beenden

  

Ergebnisanalyse

  

Speichern / Druckansicht

  

Druckvorschau

  
1 von 1
      
1 von 1
      
* Ihre Aktion:   suchen [und] (PICA Prod.-Nr. [PPN]) 1727347919
 Felder   ISBD   MARC21 (FL_924)   Citavi, Referencemanager (RIS)   Endnote Tagged Format   BibTex-Format   RDF-Format 
Online Ressourcen (ohne online verfügbare<BR> Zeitschriften und Aufsätze)
 
K10plusPPN: 
1727347919     Zitierlink
Titel: 
The gameful world : approaches, issues, applications / edited by Steffen P. Walz & Sebastian Deterding
Beteiligt: 
Walz, Steffen P. [Mitwirkende/Mitwirkender] ; Deterding, Sebastian [Mitwirkende/Mitwirkender]
Erschienen: 
Cambridge, Massachusetts : MIT Press, [2014]
Umfang: 
1 PDF (ix, 676 pages) : illustrations.
Sprache(n): 
Englisch
Anmerkung: 
Includes bibliographical references and index. - Description based on PDF viewed 12/23/2015
Bibliogr. Zusammenhang: 
Erscheint auch als: (Druck-Ausgabe)
ISBN: 
978-0-262-32571-4 (electronic)
978-0-262-02800-4 (ISBN der Printausgabe)
Sonstige Nummern: 
OCoLC: 1196098249     see Worldcat


Link zum Volltext: 


Sachgebiete: 
Sonstige Schlagwörter: 
Inhaltliche
Zusammenfassung: 
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.
 Zum Volltext 
1 von 1
      
1 von 1