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 | ||
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Gamification urbana : letture e riscritture ludiche degli spazi cittadini / a cura di Mattia Thibault ; prefazione di Gianmaria Ajani ; contributi di Gianmaria Ajani ... [et al.] |
Pubbl/distr/stampa | Roma : Aracne, 2016 |
Descrizione fisica | 276 p. : ill. ; 24 cm |
Disciplina | 306.487 |
Collana | I saggi di Lexia |
Soggetto non controllato | Giochi elettronici [e] Realtà aumentata - Diffusione - Spazi pubblici - Sociologia |
ISBN | 978-88-548-9288-0 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | ita |
Record Nr. | UNINA-9910329848003321 |
Roma : Aracne, 2016 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
The hunger games / / by Nicola Balkind ; copy editor Emma Rhys |
Autore | Balkind Nicola |
Pubbl/distr/stampa | Bristol, England : , : Intellect Ltd, , 2014 |
Descrizione fisica | 1 online resource (160 p.) |
Disciplina | 306.487 |
Collana | Fan Phenomena |
Soggetto topico | Fans (Persons) - United States |
Soggetto genere / forma | Electronic books. |
ISBN |
1-78320-284-X
1-78320-283-1 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
FrontCover; Title; Copyright; Contents; Acknowledgements; Introduction; The Hunger Games 101: Suzanne as a Fan & the Author's Influences; Hunger For The Games: War & Violence; Fan Appreciation no.1 V. Arrow on The Panem Companion & more; The Gender Games: Katniss & The 'Strong Female Character'; Propos: The Publicity vs The Message; Fan Appreciation no.2 Adam Spunberg & Savanna New of the Hunger Games Fireside Chat Podcast; Race & Representation in Panem & Beyond; Fan Philosophies & Activism: The Hunger Games for Social Good; Fan Appreciation no.3 Sara Gundell on Reporting on The Hunger Games
Playing at The Hunger Games: Fandom Play Online & IRLThe Fans vs The Man: The Capitol PN vs Panem October; Fan Appreciation no.4 Samantha Sisson & Aaron Darcy on Panem Kitchen; Consumption Becomes Production: Fan Creations and The Hunger Games; Author Biography; Image Credits; BackCover |
Record Nr. | UNINA-9910453504303321 |
Balkind Nicola | ||
Bristol, England : , : Intellect Ltd, , 2014 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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I giocatori : etnografie nelle sale slot della provincia italiana / Manuela Vinai |
Autore | Vinai, Manuela |
Pubbl/distr/stampa | Milano, : Meltemi, 2020 |
Descrizione fisica | 153 p. ; 22 cm |
Disciplina | 306.487 |
Collana | Biblioteca |
Soggetto non controllato | Videogiochi - Aspetti socioantropologici |
ISBN | 9788855191890 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | ita |
Record Nr. | UNINA-9910419856703321 |
Vinai, Manuela | ||
Milano, : Meltemi, 2020 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Il videogioco : mercato, giochi e giocatori / Marco Accordi Rickards, Francesca Vannucchi ; [con introduzione di Michele Rak] |
Autore | Accordi Rickards, Marco |
Pubbl/distr/stampa | Milano : Mondadori Università, 2013 |
Descrizione fisica | XXXII, 168 p. : ill. ; 21 cm |
Disciplina | 306.487 |
Altri autori (Persone) | Vannucchi, Francesca |
Collana | Libri per la comunicazione |
Soggetto non controllato | Videogiochi - Aspetti sociali |
ISBN | 978-88-6184-237-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | ita |
Record Nr. | UNINA-9910159358803321 |
Accordi Rickards, Marco | ||
Milano : Mondadori Università, 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Intermedialità : videogiochi, cinema, televisione, fumetti / a cura di Matteo Bittanti |
Autore | Bittanti, Matteo |
Pubbl/distr/stampa | Milano : Unicopli, 2008 |
Descrizione fisica | 237 p. ; 20 cm |
Disciplina |
306.487
302.234 |
Collana | Ludologica, videogames d'autore |
Soggetto non controllato |
Videogiochi - Aspetti sociali
Videogiochi - Rapporto con la televisione |
ISBN | 978-88-400-1270-4 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | ita |
Record Nr. | UNINA-990010028830403321 |
Bittanti, Matteo | ||
Milano : Unicopli, 2008 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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An introduction to game studies : games in culture / / Frans Mayra |
Autore | Mayra Frans |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Los Angeles, : SAGE, 2008 |
Descrizione fisica | 1 online resource (ix, 196 p.) : ill |
Disciplina | 306.487 |
Soggetto topico | Games |
ISBN |
1-4129-3446-X
1-282-15362-5 9786612153624 1-84920-539-6 |
Classificazione | 76.31 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | COVER; CONTENTS; LIST OF TABLES AND FIGURES; LIST OF BOXES; ACKNOWLEDGEMENTS; 1 INTRODUCTION: WHAT IS GAME STUDIES?; 2 GAME CULTURE: MEANING IN GAMES; 3 PLAY AND GAMES IN HISTORY; 4 DUAL STRUCTURE AND THE ACTION GAMES OF THE 1970s; 5 ADVENTURES AND OTHER FICTION IN THE 1980s' GAMES; 6 THREE-DIMENSIONALITY AND THE EARLY 1990s; 7 THE REAL AND THE GAME: GAME CULTURE ENTERING THE NEW MILLENNIUM; 8 PREPARING FOR A GAME STUDIES PROJECT; REFERENCES; INDEX |
Altri titoli varianti | Games in culture |
Record Nr. | UNINA-9910814662103321 |
Mayra Frans | ||
Los Angeles, : SAGE, 2008 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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An introduction to games studies [[electronic resource] ] : games in culture / / Frans Ma?yra? |
Autore | Ma??yra? Frans |
Pubbl/distr/stampa | London, : SAGE, 2008 |
Descrizione fisica | 1 online resource (ix, 196 p.) : ill |
Disciplina | 306.487 |
Soggetto topico | Games |
ISBN |
1-4129-3446-X
1-282-15362-5 9786612153624 1-84920-539-6 |
Classificazione | 76.31 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | COVER; CONTENTS; LIST OF TABLES AND FIGURES; LIST OF BOXES; ACKNOWLEDGEMENTS; 1 INTRODUCTION: WHAT IS GAME STUDIES?; 2 GAME CULTURE: MEANING IN GAMES; 3 PLAY AND GAMES IN HISTORY; 4 DUAL STRUCTURE AND THE ACTION GAMES OF THE 1970s; 5 ADVENTURES AND OTHER FICTION IN THE 1980s' GAMES; 6 THREE-DIMENSIONALITY AND THE EARLY 1990s; 7 THE REAL AND THE GAME: GAME CULTURE ENTERING THE NEW MILLENNIUM; 8 PREPARING FOR A GAME STUDIES PROJECT; REFERENCES; INDEX |
Record Nr. | UNINA-9910777947203321 |
Ma??yra? Frans | ||
London, : SAGE, 2008 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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James Bond / / edited by Claire Hines |
Pubbl/distr/stampa | Bristol, England : , : Intellect Books, , 2015 |
Descrizione fisica | 1 online resource (154 pages) : color illustrations, photographs |
Disciplina | 306.487 |
Collana | Fan Phenomena |
Soggetto topico |
Fans (Persons)
James Bond films - Social aspects |
Soggetto genere / forma | Electronic books. |
ISBN |
1-78320-730-2
1-78320-518-0 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910148713703321 |
Bristol, England : , : Intellect Books, , 2015 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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L'immagine videoludica : cinema e media digitali verso la gamification / a cura di Antonio Catolfi e Federico Giordano |
Autore | Catolfi, Antonio |
Pubbl/distr/stampa | Santa Maria C.V. : Ipermedium libri, 2013 |
Descrizione fisica | 203 p. : 20 cm |
Disciplina |
306.487
302.234 791.43 |
Altri autori (Persone) | Giordano, Federico |
Collana | Società moderna |
Soggetto non controllato |
Videogiochi - Aspetti sociali
Cinema |
ISBN | 978-88-97647-19-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | ita |
Record Nr. | UNINA-9910150859203321 |
Catolfi, Antonio | ||
Santa Maria C.V. : Ipermedium libri, 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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