The Gameful World

The Gameful World Approaches, Issues, Applications - The MIT Press

Hardback (06 Feb 2015)

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Publisher's Synopsis

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.

Book information

ISBN: 9780262028004
Publisher: The MIT Press
Imprint: The MIT Press
Pub date:
DEWEY: 306.487
DEWEY edition: 23
Language: English
Number of pages: 688
Weight: 1472g
Height: 216mm
Width: 239mm
Spine width: 39mm