The Gameful World

The Gameful World
Approaches, Issues, Applications
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Artikel-Nr:
9780262028004
Veröffentl:
2015
Seiten:
688
Autor:
Steffen P. Walz
Gewicht:
1446 g
Format:
234x206x36 mm
Sprache:
Deutsch
Beschreibung:

Steffen P. Walz is an Associate Professor and Director of the Games and Experimental Entertainment Laboratory (GEElab) in the School of Media and Communication at the Royal Melbourne Institute of Technology, and Director of RMIT's GEElab Europe in Karlsruhe, Germany.

Sebastian Deterding is Assistant Professor in the Game Design Program at Northeastern University, and associate at the international design agency Hubbub.

Steffen P. Walz is an Associate Professor and Director of the Games and Experimental Entertainment Laboratory (GEElab) in the School of Media and Communication at the Royal Melbourne Institute of Technology, and Director of RMIT's GEElab Europe in Karlsruhe, Germany.

Sebastian Deterding is Assistant Professor in the Game Design Program at Northeastern University, and associate at the international design agency Hubbub.

Eric Zimmerman is a game designer, game design theorist, and co-founder and CEO of gameLab. He has taught at universities including MIT, the University of Texas, Parsons School of Design, New York University, Rhode Island School of Design, and the School of Visual Arts.

Sebastian Deterding is Assistant Professor in the Game Design Program at Northeastern University, and associate at the international design agency Hubbub.

Ian Bogost is Ivan Allen College Distinguished Chair in Media Studies and Professor of Interactive Computing at the Georgia Institute of Technology, a Founding Partner at Persuasive Games LLC, and the coauthor of Newsgames: Journalism at Play (MIT Press, 2010).

McKenzie Wark (she/her), awarded the 2019 Thoma Prize for writing in digital art, is the author of A Hacker Manifesto Gamer Theory, and The Beach Beneath the Street. Wark's correspondence with Kathy Acker was published by Semiotext(e) as I'm Very Into You.

John M. Carroll is a professor in the School of Information Sciences and Technology at Penn State University, University Park, PA. He has been elected into the CHI Academy by The Association for Computing Machinery's Special Interest Group on Computer-Human Interaction (ACM SIGCHI) in recognition of his outstanding leadership and service in the field of computer-human interaction.

Miguel Sicart is Associate Professor at the Center for Computer Game Research at IT University Copenhagen. He is the author of The Ethics of Computer Games and Beyond Choices: The Design of Ethical Gameplay, both published by the MIT Press.

Mary Flanagan is Sherman Fairchild Distinguished Professor in Digital Humanities, Director of the Tiltfactor game research laboratory, and Professor in the Department of Film and Media Studies at Dartmouth College. She is the author of Critical Play: Radical Game Design (MIT Press).

Bernard De Koven was a leading game designer and theorist of fun. He was a codirector of the New Games Foundation, a founder of the Games Preserve, the author of the game studies classic The Well-Played Game: A Player's Philosophy (MIT Press), Junkyard Sports, and A Playful Path, and creator of the website deepfun.com.

Jathan Sadowski is a Research Fellow in the Emerging Technologies Research Lab at Monash University.

Kevin Werbach is Professor of Legal Studies and Business Ethics at the Wharton School of the University of Pennsylvania. Founder of the technology consulting firm Supernova Group, he has advised the FCC and Department of Commerce on communication policy. He is the coauthor of For the Win: How Game Thinking Can Revolutionize Your Business.

Katie Salen Tekinba is Professor in the School of Computing and Digital Media at DePaul University and Chief Designer and Researcher at Institute of Play.
What if every part of our everyday life was turned into a game? The implications of gamification.

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 algorithmic
incentive 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.

This volume embodies the spirit of debate around the highly contested areas of games, gamefulness, and gaming. With help from key thinkers in the field, the editors lay out central debates, case studies, ethical concerns, and dreamscapes for the future of this field. This is the go-to volume for rhetorics and debates on game mechanics in interaction programming. If you want to understand the potential and the pitfalls of what the editors call the 'interpenetration of games and everyday life', this an essential resource. -- Elizabeth F. Churchill, Director of User Experience, Google; Executive Vice President, ACM SIGCHI Gamification, for better or worse, has taken the world by storm. Walz and Deterding have collected virtually everything important that has been said about it. Wide-ranging and incisive, the essays collected herein give us a deeper understanding of the very real possibilities inherent in using the many glories of games and fun and play. -- Raph Koster, lead designer, Ultima Online; author of A Theory of Fun for Game Design

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