Rethinking Gamification

Author: Mathias Fuchs
Editor: Meson Press Eg
ISBN: 9783957960009
File Size: 33,83 MB
Format: PDF
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Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new tool for governing populations more effectively. It promises to fix what is wrong with reality by making every single one of us fitter, happier, and healthier. Indeed, it seems like all of society is up for being transformed into one massive game. The contributions in this book offer a candid assessment of the gamification hype. They trace back the historical roots of the phenomenon and explore novel design practices and methods. They critically discuss its social implications and even present artistic tactics for resistance. It is time to rethink gamification!
Rethinking Gamification
Language: un
Pages: 346
Authors: Mathias Fuchs, Sonia Fizek, Paolo Ruffino
Categories: Aufsatzsammlung
Type: BOOK - Published: 2014 - Publisher: Meson Press Eg

Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations
The Business of Gamification
Language: en
Pages: 230
Authors: Mikolaj Dymek, Peter Zackariasson
Categories: Business & Economics
Type: BOOK - Published: 2016-09-13 - Publisher: Taylor & Francis

At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As
e-HRM
Language: en
Pages: 292
Authors: Mohan Thite
Categories: Business & Economics
Type: BOOK - Published: 2018-08-06 - Publisher: Routledge

As with other parts of business, technology is having a profound effect on the world of work and management of human resources. Technology is a key enabler for faster, cheaper and better delivery of HR services and in some cases can have a transformational as well as unintended negative effect.
Utilizing Gamification in Servicescapes for Improved Consumer Engagement
Language: en
Pages: 319
Authors: Helmefalk, Miralem, Marcusson, Leif
Categories: Business & Economics
Type: BOOK - Published: 2020-01-03 - Publisher: IGI Global

As consumers increase their purchases from online retailers, businesses must find exceedingly innovative ways to increase customer engagement. While online gaming has become increasingly prevalent, motivating customers through the same means has gained greater importance for businesses. Utilizing Gamification in Servicescapes for Improved Consumer Engagement is a pivotal reference source
ECEL 2019 18th European Conference on e-Learning
Language: en
Pages:
Authors: Rikke ├śrngreen, Bente Meyer, Mie Buhl
Categories: Business & Economics
Type: BOOK - Published: 2019-11-07 - Publisher: Academic Conferences and publishing limited

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