000 02790nam a2200409Ii 4500
001 9781838679392
003 UtOrBLW
005 20210303084805.0
006 m o d
007 cr un|||||||||
008 191219t20192020enk ob 001 0 eng d
020 _a9781838679392
040 _aUtOrBLW
_beng
_erda
_cUtOrBLW
050 4 _aGV1469.34.S52
_bH85 2019
072 7 _aGAM013000
_2bisacsh
072 7 _aWDM
_2bicssc
080 _a794
082 0 4 _a794.8
_223
100 1 _aHulsey, Nathan,
_eauthor.
245 1 0 _aGames in everyday life :
_bfor play /
_cby Nathan Hulsey (Nazarbayev University, Kazakhstan).
264 1 _bEmerald Publishing Limited,
300 _a1 online resource (218 pages)
504 _aIncludes bibliographical references and index.
505 0 0 _aIntroduction -- Chapter 1. Game studies and gamification -- Chapter 2. Defining gamification -- Chapter 3. Gamespace, simulation, and gamification -- Chapter 4. Histories of gaming and computation -- Chapter 5. Gamification, power, and networks -- Chapter 6. Gamified health and bodies -- Chapter 7. The labors of play -- Conclusion -- References -- Index.
520 _aIn this book, Nathan Hulsey explores the links between game design, surveillance, computation, and the emerging technologies that impact our everyday lives at home, at work, and with our family and friends. The book delves into the role of gamification in motivating us to use software and applications, alter our behaviors, and to collect, display, and contextualize personal data. The author utilizes historical examples of pre-gamified technologies and techniques to explore gamification's growing effect on environments, bodies, and spaces. Reimagining gamification as a surveillance-oriented ideology that eschews traditional disciplinary techniques of control, he argues that gamification uses seduction, in the forms of game mechanics, to encourage people to submit their data in a strategy that utilizes play to promote social, economic and behavioral change. He asks: What are the consequences of leveraging play as a mode of control? What are the outcomes using of addictive design to influence our perception of work and play? As we become more reliant on the digital, will we all become players in an infinite game? If so, who wins?
588 0 _aPrint version record.
650 0 _aVideo games
_xSocial aspects.
650 0 _aVideo games
_xEquipment and supplies.
650 7 _aGames & activities, Video & Mobile.
_2bisacsh
650 7 _aIndoor games.
_2bicssc
776 _z9781838679385
856 4 0 _uhttps://doi.org/10.1108/9781838679378
999 _c29580
_d29580