The Gamification of Society. Группа авторов

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      1  Cover

      2  Title Page

      3  Copyright

      4  Introduction: Gamified Capitalism

      5  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 Discontents1: 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 2.3. Game mechanics from the point of view of gamification and the question of the transposability of game logics in non-game contexts 2.4. Conclusion 2.5. Appendix: profile of the authors from the corpus

      6  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 of modern 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

      7  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 5.2. Shaping engagement inside and through self-tracking devices 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

      8  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 7.2. The gamification of activism or political management through gaming 7.3. Conclusion 8 Datagames: Questioning About the Unproductive Criterion of Play 8.1. Introduction 8.2. Serious games and gamification 8.3. Datagames: approach and contributions 8.4. Conclusion

      9  References

      10  List of Authors

      11  Index

      12  End User License Agreement

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