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The gameful world : approaches, issues, applications / / edited by Steffen P. Walz & Sebastian Deterding
The gameful world : approaches, issues, applications / / edited by Steffen P. Walz & Sebastian Deterding
Pubbl/distr/stampa Cambridge, Massachusetts : , : MIT Press, , [2014]
Descrizione fisica 1 online resource (ix, 687 pages) : illustrations
Disciplina 306.4/87
Soggetto topico Games - Social aspects
Play - Social aspects
Creative ability - Social aspects
Social psychology
Soggetto genere / forma Electronic books.
ISBN 0-262-32572-1
0-262-32571-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto An introduction to the gameful world / Steffen P. Walz and Sebastian Deterding Manifesto for a Ludic Century / Eric Zimmerman -- The ambiguity of games : histories and discourses of a gameful world / Sebastian Deterding -- Why gamification is bullshit / Ian Bogost -- Gamification as behavioral psychology / Conor Linehan, Ben Kirman, and Bryan Roche -- Contraludics / Mark Pesce -- Gamification and motivation / C. Scott Rigby -- Gamification and economics / Juho Hamari, Kai Huotari, and Juha Tolvanen -- Losing is fun / McKenzie Wark -- Pleasurable troublemakers : gamification and design / Marc Hassenzahl and Matthias Laschke -- Games as design archetypes / John M. Carroll -- Behind games : playful mindsets and transformative practices / Jaakko Stenros -- A gameful mind / Buster Benson -- Playing the good life : gamification and ethics / Miguel Sicart -- Games and the world / Frank Lantz -- Playful aesthetics : toward a ludic language / Mary Flanagan -- Gamification and post-fordist capitalism / PJ Rey -- Monkey brains and fraction bingo : in defense of fun / Bernie DeKoven -- Gamification and culture / Rilla Khaled -- The playpump / Ralph Borland -- Technologies of control? : foucault and gamification / Jennifer R. Whitson -- Privacy and data collection in the gameful world / Lori Andrews -- Gamification and morality / Evan Selinger, Jathan Sadowski, and Thomas Seager -- Playful systems / Kevin Slavin -- The technical conditions of a gameful world / Nicolas Nova -- Bot-mediated reality / Daniel A. Suarez -- The gamepocalypse and the pleasure revolution / Jesse Schell -- Playful design in practice / Jussi Holopainen and May Stain -- Gamification and the enterprise / Ethan Mollick and Kevin Werbach -- When peers select tasks and teams / JP Rangaswami -- Gamification and social media / Cliff Lampe -- Collaboration in the gameful world / Peter Williams -- Massively multiplayer research : gamification and (citizen) science / Seth Cooper -- Game state? : gamification and governance / Greg Lastowka and Constance Steinkuehler -- Homo ludens (subspecies politikos) / William Gaver -- The gameful city / Kars Alfrink -- Mobilising gamification / Paul Coulton -- Gamifying green : gamification and environmental sustainability / Jon Froehlich -- Gamification and health / Sean A. Munson, Erika Poole, Daniel B. Perry, and Tamara Peyton -- Learning to pivot : a play on possibility / Katie Salen -- Gamification and learning / Dennis Ramirez and Kurt Squire -- I'm not playful, I'm gameful / Jane McGonigal.
Record Nr. UNINA-9910460647203321
Cambridge, Massachusetts : , : MIT Press, , [2014]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
The gameful world : approaches, issues, applications / / edited by Steffen P. Walz & Sebastian Deterding
The gameful world : approaches, issues, applications / / edited by Steffen P. Walz & Sebastian Deterding
Pubbl/distr/stampa Cambridge, Massachusetts : , : The MIT Press, , [2014]
Descrizione fisica 1 online resource (ix, 687 pages) : illustrations
Disciplina 306.4/87
Soggetto topico Games - Social aspects
Play - Social aspects
Creative ability - Social aspects
Social psychology
Soggetto non controllato GAME STUDIES/General
SOCIAL SCIENCES/Media Studies
ISBN 0-262-32572-1
0-262-32571-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto An introduction to the gameful world / Steffen P. Walz and Sebastian Deterding Manifesto for a Ludic Century / Eric Zimmerman -- The ambiguity of games : histories and discourses of a gameful world / Sebastian Deterding -- Why gamification is bullshit / Ian Bogost -- Gamification as behavioral psychology / Conor Linehan, Ben Kirman, and Bryan Roche -- Contraludics / Mark Pesce -- Gamification and motivation / C. Scott Rigby -- Gamification and economics / Juho Hamari, Kai Huotari, and Juha Tolvanen -- Losing is fun / McKenzie Wark -- Pleasurable troublemakers : gamification and design / Marc Hassenzahl and Matthias Laschke -- Games as design archetypes / John M. Carroll -- Behind games : playful mindsets and transformative practices / Jaakko Stenros -- A gameful mind / Buster Benson -- Playing the good life : gamification and ethics / Miguel Sicart -- Games and the world / Frank Lantz -- Playful aesthetics : toward a ludic language / Mary Flanagan -- Gamification and post-fordist capitalism / PJ Rey -- Monkey brains and fraction bingo : in defense of fun / Bernie DeKoven -- Gamification and culture / Rilla Khaled -- The playpump / Ralph Borland -- Technologies of control? : foucault and gamification / Jennifer R. Whitson -- Privacy and data collection in the gameful world / Lori Andrews -- Gamification and morality / Evan Selinger, Jathan Sadowski, and Thomas Seager -- Playful systems / Kevin Slavin -- The technical conditions of a gameful world / Nicolas Nova -- Bot-mediated reality / Daniel A. Suarez -- The gamepocalypse and the pleasure revolution / Jesse Schell -- Playful design in practice / Jussi Holopainen and May Stain -- Gamification and the enterprise / Ethan Mollick and Kevin Werbach -- When peers select tasks and teams / JP Rangaswami -- Gamification and social media / Cliff Lampe -- Collaboration in the gameful world / Peter Williams -- Massively multiplayer research : gamification and (citizen) science / Seth Cooper -- Game state? : gamification and governance / Greg Lastowka and Constance Steinkuehler -- Homo ludens (subspecies politikos) / William Gaver -- The gameful city / Kars Alfrink -- Mobilising gamification / Paul Coulton -- Gamifying green : gamification and environmental sustainability / Jon Froehlich -- Gamification and health / Sean A. Munson, Erika Poole, Daniel B. Perry, and Tamara Peyton -- Learning to pivot : a play on possibility / Katie Salen -- Gamification and learning / Dennis Ramirez and Kurt Squire -- I'm not playful, I'm gameful / Jane McGonigal.
Record Nr. UNINA-9910787371803321
Cambridge, Massachusetts : , : The MIT Press, , [2014]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
The gameful world : approaches, issues, applications / / edited by Steffen P. Walz & Sebastian Deterding
The gameful world : approaches, issues, applications / / edited by Steffen P. Walz & Sebastian Deterding
Pubbl/distr/stampa Cambridge, Massachusetts : , : The MIT Press, , [2014]
Descrizione fisica 1 online resource (ix, 687 pages) : illustrations
Disciplina 306.4/87
Soggetto topico Games - Social aspects
Play - Social aspects
Creative ability - Social aspects
Social psychology
Soggetto non controllato GAME STUDIES/General
SOCIAL SCIENCES/Media Studies
ISBN 0-262-32572-1
0-262-32571-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto An introduction to the gameful world / Steffen P. Walz and Sebastian Deterding Manifesto for a Ludic Century / Eric Zimmerman -- The ambiguity of games : histories and discourses of a gameful world / Sebastian Deterding -- Why gamification is bullshit / Ian Bogost -- Gamification as behavioral psychology / Conor Linehan, Ben Kirman, and Bryan Roche -- Contraludics / Mark Pesce -- Gamification and motivation / C. Scott Rigby -- Gamification and economics / Juho Hamari, Kai Huotari, and Juha Tolvanen -- Losing is fun / McKenzie Wark -- Pleasurable troublemakers : gamification and design / Marc Hassenzahl and Matthias Laschke -- Games as design archetypes / John M. Carroll -- Behind games : playful mindsets and transformative practices / Jaakko Stenros -- A gameful mind / Buster Benson -- Playing the good life : gamification and ethics / Miguel Sicart -- Games and the world / Frank Lantz -- Playful aesthetics : toward a ludic language / Mary Flanagan -- Gamification and post-fordist capitalism / PJ Rey -- Monkey brains and fraction bingo : in defense of fun / Bernie DeKoven -- Gamification and culture / Rilla Khaled -- The playpump / Ralph Borland -- Technologies of control? : foucault and gamification / Jennifer R. Whitson -- Privacy and data collection in the gameful world / Lori Andrews -- Gamification and morality / Evan Selinger, Jathan Sadowski, and Thomas Seager -- Playful systems / Kevin Slavin -- The technical conditions of a gameful world / Nicolas Nova -- Bot-mediated reality / Daniel A. Suarez -- The gamepocalypse and the pleasure revolution / Jesse Schell -- Playful design in practice / Jussi Holopainen and May Stain -- Gamification and the enterprise / Ethan Mollick and Kevin Werbach -- When peers select tasks and teams / JP Rangaswami -- Gamification and social media / Cliff Lampe -- Collaboration in the gameful world / Peter Williams -- Massively multiplayer research : gamification and (citizen) science / Seth Cooper -- Game state? : gamification and governance / Greg Lastowka and Constance Steinkuehler -- Homo ludens (subspecies politikos) / William Gaver -- The gameful city / Kars Alfrink -- Mobilising gamification / Paul Coulton -- Gamifying green : gamification and environmental sustainability / Jon Froehlich -- Gamification and health / Sean A. Munson, Erika Poole, Daniel B. Perry, and Tamara Peyton -- Learning to pivot : a play on possibility / Katie Salen -- Gamification and learning / Dennis Ramirez and Kurt Squire -- I'm not playful, I'm gameful / Jane McGonigal.
Record Nr. UNINA-9910808163103321
Cambridge, Massachusetts : , : The MIT Press, , [2014]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Games and culture
Games and culture
Pubbl/distr/stampa Thousand Oaks, Calif., : Sage Publications, ©2006-
Disciplina 051
Soggetto topico Games - Social aspects
Video games - Social aspects
Computer games - Social aspects
Soggetto genere / forma Periodicals.
Soggetto non controllato Recreation & Sports
ISSN 1555-4139
Formato Materiale a stampa
Livello bibliografico Periodico
Lingua di pubblicazione eng
Record Nr. UNISA-996251344503316
Thousand Oaks, Calif., : Sage Publications, ©2006-
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Games and culture
Games and culture
Pubbl/distr/stampa Thousand Oaks, Calif., : Sage Publications, ©2006-
Disciplina 051
Soggetto topico Games - Social aspects
Video games - Social aspects
Computer games - Social aspects
Soggetto genere / forma Periodicals.
Soggetto non controllato Recreation & Sports
ISSN 1555-4139
Formato Materiale a stampa
Livello bibliografico Periodico
Lingua di pubblicazione eng
Record Nr. UNINA-9910446736803321
Thousand Oaks, Calif., : Sage Publications, ©2006-
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
The gamification of society / / edited by Stéphane Le Lay [and three others]
The gamification of society / / edited by Stéphane Le Lay [and three others]
Pubbl/distr/stampa London : , : ISTE
Descrizione fisica 1 online resource (xvii, 195 pages) : illustrations
Disciplina 306.487
Collana Science, society and new technologies series. Research, innovative theories and methods in social sciences and humanities set
Soggetto topico Games - Social aspects
Computer games - Social aspects
Soggetto genere / forma Electronic books.
ISBN 1-119-82153-3
1-119-82155-X
1-119-82154-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
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.
Record Nr. UNINA-9910554819103321
London : , : ISTE
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Making deep games : designing games with meaning and purpose / / Doris C. Rusch
Making deep games : designing games with meaning and purpose / / Doris C. Rusch
Autore Rusch Doris C.
Pubbl/distr/stampa Boca Raton, FL : , : CRC Press, Taylor & Francis Group, , [2017]
Descrizione fisica 1 online resource (228 pages) : illustrations
Disciplina 790.1
Soggetto topico Games - Design and construction
Games - Social aspects
Games - Psychological aspects
Soggetto genere / forma Electronic books.
ISBN 1-315-74898-3
1-317-60771-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1. Diving for deep game ideas -- 2. Games as an expressive medium -- 3. Modeling the human experience :or the art of nailing a pudding to the wall -- 4. Experiential metaphors : or what breaking up, getting a tattoo, and playing God of war have in common -- 5. Allegorical games : or the monster isn't a monster isn't a monster -- 6. Designing with purpose and meaning : nine questions to define where you're going and make sure you get there -- 7. It's not always about you! : lessons learned from participatory deep game design -- 8. The same new kid in yet another hood : deep game design as creative arts therapy? / coauthored with Susan Imus.
Record Nr. UNINA-9910159439603321
Rusch Doris C.  
Boca Raton, FL : , : CRC Press, Taylor & Francis Group, , [2017]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Play, performance, and identity : how institutions structure ludic spaces / / edited by Matt Omasta and Drew Chappell
Play, performance, and identity : how institutions structure ludic spaces / / edited by Matt Omasta and Drew Chappell
Pubbl/distr/stampa New York : , : Routledge, , 2015
Descrizione fisica 1 online resource (193 p.)
Disciplina 790
Altri autori (Persone) ChappellDrew
OmastaMatt <1980->
Collana Routledge Advances in Theatre and Performance Studies
Soggetto topico Play - Social aspects
Games - Social aspects
Fantasy games - Social aspects
Role playing - Social aspects
Identity (Psychology)
ISBN 1-317-70323-5
1-315-78068-2
1-317-70324-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Half Title; Title Page; Copyright Page; Contents; Acknowledgments; 1 Introduction: Play Matters; 2 Warriors, Wizards, and Clerics: Heroric Identity Construction in Live Action Role Playing Games; 3 Homo Ludens and the Sharks: Structuring Alternative Realities while Shark Cage Diving in South Africa; 4 Playfully Empowering: Stunt Runners and Momentary Performance; 5 The Future of Family Play at Epcot; 6 Mormons Think They Should Dance; 7 All the Dungeon's a Stage: The Lived Experiences of Commercial BDSM Players
8 Cheering is Tied to Eating: Consumption and Excess in Immersive, Role-Specific Dinner Theatre Spaces9 Becoming Batman: Cosplay, Performance, and Ludic Transformation at Comic-Con; 10 Plaza Indonesia: Performing Modernity in a Shopping Mall; 11 Britpicking as Cultural Policing in Fanfiction; 12 Dramatic Manipulations: Conflict, Empathy, and Identity in World of Warcraft; 13 Afterword: Who are You?; Editors; Contributors; References; Index
Record Nr. UNINA-9910788030903321
New York : , : Routledge, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Play, performance, and identity : how institutions structure ludic spaces / / edited by Matt Omasta and Drew Chappell
Play, performance, and identity : how institutions structure ludic spaces / / edited by Matt Omasta and Drew Chappell
Edizione [1st ed.]
Pubbl/distr/stampa New York : , : Routledge, , 2015
Descrizione fisica 1 online resource (193 p.)
Disciplina 790
Altri autori (Persone) ChappellDrew
OmastaMatt <1980->
Collana Routledge Advances in Theatre and Performance Studies
Soggetto topico Play - Social aspects
Games - Social aspects
Fantasy games - Social aspects
Role playing - Social aspects
Identity (Psychology)
ISBN 1-317-70323-5
1-315-78068-2
1-317-70324-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Half Title; Title Page; Copyright Page; Contents; Acknowledgments; 1 Introduction: Play Matters; 2 Warriors, Wizards, and Clerics: Heroric Identity Construction in Live Action Role Playing Games; 3 Homo Ludens and the Sharks: Structuring Alternative Realities while Shark Cage Diving in South Africa; 4 Playfully Empowering: Stunt Runners and Momentary Performance; 5 The Future of Family Play at Epcot; 6 Mormons Think They Should Dance; 7 All the Dungeon's a Stage: The Lived Experiences of Commercial BDSM Players
8 Cheering is Tied to Eating: Consumption and Excess in Immersive, Role-Specific Dinner Theatre Spaces9 Becoming Batman: Cosplay, Performance, and Ludic Transformation at Comic-Con; 10 Plaza Indonesia: Performing Modernity in a Shopping Mall; 11 Britpicking as Cultural Policing in Fanfiction; 12 Dramatic Manipulations: Conflict, Empathy, and Identity in World of Warcraft; 13 Afterword: Who are You?; Editors; Contributors; References; Index
Record Nr. UNINA-9910810280903321
New York : , : Routledge, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
The puzzle instinct [[electronic resource] ] : the meaning of puzzles in human life / / Marcel Danesi
The puzzle instinct [[electronic resource] ] : the meaning of puzzles in human life / / Marcel Danesi
Autore Danesi Marcel <1946->
Pubbl/distr/stampa Bloomington, : Indiana University Press, c2002
Descrizione fisica 1 online resource (283 p.)
Disciplina 793.73
Soggetto topico Puzzles - Psychological aspects
Puzzles - Social aspects
Games - Psychological aspects
Games - Social aspects
Soggetto genere / forma Electronic books.
ISBN 1-282-06278-6
0-253-10919-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents; Preface; 1 Why Puzzles?; 2 Puzzling Language; 3 Puzzling Pictures; 4 Puzzling Logic; 5 Puzzling Numbers; 6 Puzzling Games; 7 The Puzzle of Life; Solutions; Bibliography and General Reading List; Index; About the Author
Record Nr. UNINA-9910455017703321
Danesi Marcel <1946->  
Bloomington, : Indiana University Press, c2002
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui