The Gameful World

The Gameful World

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  • Author: Steffen P. Walz
  • Publisher: MIT Press
  • ISBN: 026202800X
  • Category : Computers
  • Languages : en
  • Pages : 687

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.


The Digital Gaming Handbook

The Digital Gaming Handbook

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  • Author: Roberto Dillon
  • Publisher: CRC Press
  • ISBN: 1000093549
  • Category : Computers
  • Languages : en
  • Pages : 283

The Digital Gaming Handbook covers the state-of-the-art in video and digital game research and development, from traditional to emerging elements of gaming across multiple disciplines. Chapters are presented with applicability across all gaming platforms over a broad range of topics, from game content creation through gameplay at a level accessible for the professional game developer while being deep enough to provide a valuable reference of the state-of-the-art research in this field. Key Features: International experts share their research and experience in game development and design Provides readers with inside perspectives on the cross-disciplinary aspects of the industry Includes retrospective and forward-looking examinations of gaming Editor: Dr. Roberto Dillon is a leading game studies educator with more than 15 years of experience in the field of game design and development.


Research Handbook on Ethical Consumption

Research Handbook on Ethical Consumption

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  • Author: Marylyn Carrigan
  • Publisher: Edward Elgar Publishing
  • ISBN: 1802202021
  • Category : Business & Economics
  • Languages : en
  • Pages : 415

Presenting a contemporary reflection on ethical and sustainable consumption, this insightful Research Handbook offers discussions on the challenges and complexity of living an ethical and sustainable life, and for the researchers who study them. Featuring cutting-edge, multidisciplinary research from authors with unique perspectives and expert insights, this Research Handbook takes a deeper look at the past, present, and future of ethical and sustainable consumption.


Intersectional Automations

Intersectional Automations

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  • Author: Nathan Rambukkana
  • Publisher: Rowman & Littlefield
  • ISBN: 1793620520
  • Category : Social Science
  • Languages : en
  • Pages : 283

Intersectional Automations explores a range of situations where robotics, biotechnological enhancement, artificial intelligence (AI), and algorithmic culture collide with intersectional social justice issues such as race, class, gender, sexuality, ability, and citizenship. As robots, machine learning applications, and human augmentics are artifacts of human culture, they sometimes carry stereotypes, biases, exclusions, and other forms of privilege into their computational logics, platforms, and/or embodiments. The essays in this multidisciplinary collection consider how questions of equity and social justice impact our understanding of these developments, analyzing not only the artifacts themselves, but also the discourses and practices surrounding them, including societal understandings, design choices, law and policy approaches, and their uses and abuses.


Gamification in the RhetComp Curriculum

Gamification in the RhetComp Curriculum

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  • Author: Christopher McGunnigle
  • Publisher: Vernon Press
  • ISBN: 1648896103
  • Category : Education
  • Languages : en
  • Pages : 334

Gamification is an up and coming popular trend in all levels and types of education, including public and private schools, higher education, the military, the private sector, and elsewhere. Gamification introduces aspects of game design like teamwork, competition, rewards and prizes, storytelling, and more into lesson plan units. In many cases, actual games, whether it be Scrabble, Hangman, Candy Crush, Dungeons & Dragons, and many others, are adapted into educational tools. This chapter collection will specifically look at the use of gamification techniques in Freshmen Writing courses and related Composition, Writing and Rhetoric classes. Each chapter will provide sample gamified lessons supported by relevant scholarship in both Gamification Theory and Writing Studies.


Global Learning in the 21st Century

Global Learning in the 21st Century

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  • Author: Tassos Barkatsas
  • Publisher: Springer
  • ISBN: 946300761X
  • Category : Education
  • Languages : en
  • Pages : 306

In this 21st century, technological and social changes have never been as rapid as before, and educative practices must evolve and innovate to keep up. What is being done by educators today to prepare future global citizens? What are the skills and competencies that will be required by our students? What changes in how we approach education might need to be made? This book presents a modern focus on some significant issues in teaching, learning, and research that are valuable in preparing students for the 21st century. The book discusses these issues in four sections. The first section presents contemporary, innovative curriculum and pedagogical practices that are relevant for the 21st century. This also includes how social networking has an integrated role within current educative practice. The next section then explores issues and current research around motivation and engagement, and how these are changing in this era of technological and social change. The third section presents debates around inclusion and social contexts, both global and local. Finally, the fourth section explores current discourses in regard to internationalisation and globalisation and how these are being considered in educational research. The book is an important representation of some of the work currently being done for these rapidly changing times. It will appeal to academics, researchers, teacher educators, educational administrators, teachers and anyone interested in preparing students for a modern and globally interconnected world.


Digital Culture & Society (DCS)

Digital Culture & Society (DCS)

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  • Author: Pablo Abend
  • Publisher: transcript Verlag
  • ISBN: 3839444799
  • Category : Social Science
  • Languages : en
  • Pages : 173

This double issue of Digital Culture & Society addresses the complex thematic field of the dialectics of play and labour. We will take a closer look at the problem of play and work from two overlapping, albeit not mutually exclusive, perspectives: laborious play and playful work. The term laborious play points to practices and processes that turn playful activities into hard work. Laborious play happens whenever playfulness turns into work, and may be observed in such activities such as e-sports, excessive play, »goldfarming«, and Twitch gameplay broadcasting, amongst many others. A complementary phenomenon to that of laborious play is the practice and concept of playful work. The promises of a joyful and rewarding working experience have been promoted as »gamification« while critical voices denounce such attempts as ideology, exploitation or simply »bullshit«.


The Relevance of Alan Watts in Contemporary Culture

The Relevance of Alan Watts in Contemporary Culture

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  • Author: Peter J. Columbus
  • Publisher: Routledge
  • ISBN: 1000384993
  • Category : Psychology
  • Languages : en
  • Pages : 234

Whilst accounting for the present-day popularity and relevance of Alan Watts’ contributions to psychology, religion, arts, and humanities, this interdisciplinary collection grapples with the ongoing criticisms which surround Watts’ life and work. Offering rich examination of as yet underexplored aspects of Watts’ influence in 1960s counterculture, this volume offers unique application of Watts’ thinking to contemporary issues and critically engages with controversies surrounding the commodification of Watts’ ideas, his alleged misreading of Biblical texts, and his apparent distortion of Asian religions and spirituality. Featuring a broad range of international contributors and bringing Watts’ ideas squarely into the contemporary context, the text provides a comprehensive, yet nuanced exploration of Watts’ thinking on psychotherapy, Buddhism, language, music, and sexuality. This text will benefit researchers, doctoral students, and academics in the fields of psychotherapy, phenomenology, and the philosophy of psychology more broadly. Those interested in Jungian psychotherapy, spirituality, and the self and social identity will also enjoy this volume.


Video Games as Culture

Video Games as Culture

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  • Author: Daniel Muriel
  • Publisher: Routledge
  • ISBN: 1317223926
  • Category : Social Science
  • Languages : en
  • Pages : 194

Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.


Games and Gaming in Medieval Literature

Games and Gaming in Medieval Literature

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  • Author: Serina Patterson
  • Publisher: Springer
  • ISBN: 1137497521
  • Category : Literary Criticism
  • Languages : en
  • Pages : 241

The first-of-its-kind, Games and Gaming in Medieval Literature explores the depth and breadth of games in medieval literature and culture. Chapters span from the twelfth to the sixteenth centuries, and cover England, France, Denmark, Poland, and Spain, re-examining medieval games in diverse social settings such as the church, court, and household.