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The gamification of society / / edited by Stéphane Le Lay [and three others]



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Titolo: The gamification of society / / edited by Stéphane Le Lay [and three others] Visualizza cluster
Pubblicazione: London : , : ISTE
Hoboken, NJ : , : John Wiley & Sons, Inc., , 2021
Descrizione fisica: 1 online resource (xvii, 195 pages) : illustrations
Disciplina: 306.487
Soggetto topico: Games - Social aspects
Computer games - Social aspects
Soggetto genere / forma: Electronic books.
Persona (resp. second.): Le LayStéphane
Nota di bibliografia: Includes bibliographical references and index.
Nota di contenuto: Cover -- Half-Title Page -- Title Page -- Copyright Page -- Contents -- Introduction: Gamified Capitalism -- PART 1: Theoretical Discussion and Empirical Examination of "Gamification" -- 1. Paradoxes of Gamification -- 1.1. Game and play -- 1.2. Gamification as a deconstruction of the play -- 1.3. Contents and play elements -- 1.4. Gamification: an old practice -- 1.5. Extension of the notion of gamification -- 1.6. Language or reality -- 1.7. What existence for play? -- 1.8. Counter-example of flow or optimal experience -- 1.9. Play and frame issues -- 1.10. Hybrids and hybridization processes -- 1.11. Conclusion -- 2. Gamification and its Discontents: The Mechanics of the Game and the Question of the Game's Operationality in Game Design Texts -- 2.1. Research context and methodological discussion -- 2.2. Game mechanics from the point of view of game design -- 2.2.1. Convened references and models -- 2.2.2. Game mechanics and the approach to the game in game design -- 2.2.3. System, control and player representation -- 2.3. Game mechanics from the point of view of gamification and the question of the transposability of game logics in non-game contexts -- 2.3.1. The centrality of the question of engagement in the reference texts -- 2.3.2. The game mechanics approach by gamification -- 2.3.3. The question of transposability -- 2.4. Conclusion -- 2.5. Appendix: profile of the authors from the corpus -- 2.5.1. Breakdown by discipline -- 2.5.2. Extra-academic activity -- 2.5.3. Geographical distribution of authors -- PART 2: Socialization Through Play -- 3. The Origins of the Gamification Process: The case of Pre-industrial Societies -- 3.1. Beginnings of the gamification of learning -- 3.2. Gamification and the civilizing process -- 3.3. Play, mathematics and gamification: the scientification ofmodern societies -- 3.4. Conclusion.
4. Reward Chart for Using the Potty? Justifications and Criticisms of "Gamified" Child Rearing -- 4.1. Gamified devices of toilet training -- 4.2. "Short-term winning", "another failure": resistance to gamification -- 4.3. "Stickers are only stickers": "good parenting" to the rescue of gamification -- 4.4. Conclusion -- PART 3: Bodies and Subjectivities Involvement -- 5. Digital Engagement Technologies? The Interplay of Datafication and Gamification in Quantified Self Activities" -- 5.1. The formats of gamification in self-tracking devices -- 5.1.1. Playing the gamification card: putting data traces into play -- 5.1.2. Setting goals, notifying and focusing attention -- 5.1.3. Rewarding to motivate: scores, badges and challenges of software systems -- 5.1.4. Making visible: comparing, sharing and chatting about self-tracking activities -- 5.1.5. Scripting practices, suggesting paths for exploration -- 5.2. Shaping engagement inside and through self-tracking devices -- 5.2.1. Engagement echnologies at the crossroads of behavioral psychology, cybernetics and the datafication of human -- 5.2.2. Engaging and maintaining the user in his or her sensors -- 5.2.3. To quantify oneself in order to play with oneself? -- 5.3. Conclusion -- 6. The "Gamblification" of Life or the Extension of the Gambling Domain: Words from Passionate Gamblers in France and Belgium -- 6.1. Surveying gamblers and collecting their life stories -- 6.2. Concept of gamblification -- 6.3. For a broader definition of the concept -- 6.4. Some limits to the broadening the scope of the concept -- 6.5. An invasion of life through play -- 6.6. Gambling development -- 6.7. The case of amateur poker players -- 6.8. The case of so-called compulsive gamblers -- 6.9. Conclusion -- PART 4: The Political and Social Extensions of Play Through Gamification.
7. Politics and Video Games: Presidential Elections and the Gamification of Partisan Mobilizations -- 7.1. Activist gamification or political parties out of the game -- 7.1.1. Geek candidates in spite of themselves -- 7.1.2. Targeting an economic sector and its employees through the gamer public -- 7.2. The gamification of activism or political management through gaming -- 7.2.1. François Bayrou in 2011 or the mocked pioneer -- 7.2.2. Hillary Clinton in 2016 or the acceleration of political managerialization -- 7.2.3. A trompe-l'oeil Americanization of recreational applications in French political life -- 7.3. Conclusion -- 8. Datagames: Questioning About the Unproductive Criterion of Play -- 8.1. Introduction -- 8.2. Serious games and gamification -- 8.2.1. Serious game concept -- 8.2.2. Gamification concept -- 8.3. Datagames: approach and contributions -- 8.3.1. Datagame concept -- 8.3.2. Crowdsourcing concept -- 8.3.3. Datagames: a direct contribution for the player -- 8.3.4. Datagames: a redistribution of direct benefits to players -- 8.3.5. Different types of datagames -- 8.3.6. Case of the game with data redistribution only -- 8.3.7. Active and passive collection -- 8.3.8. Inventory of the different types of datagames -- 8.4. Conclusion -- References -- List of Authors -- Index -- Other titles from iSTE in Science, Society and New Technologies -- EULA.
Titolo autorizzato: The gamification of society  Visualizza cluster
ISBN: 1-119-82153-3
1-119-82155-X
1-119-82154-1
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 9910554819103321
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Serie: Science, society and new technologies series. Research, innovative theories and methods in social sciences and humanities set ; ; Volume 2.