Rethinking Gamification

Author: Mathias Fuchs
Editor: Meson Press Eg
ISBN: 9783957960009
Size: 11,71 MB
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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!

The Business Of Gamification

Author: Mikolaj Dymek
Editor: Taylor & Francis
ISBN: 1317581458
Size: 20,89 MB
Format: PDF, Kindle
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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 the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today. The aim of The Business of Gamification is to critically analyze the practical and theoretical consequences of gamification. Practically, how has gamification been applied in businesses to this point, and what are the future scenarios? Theoretically, what are the contributions of gamification to existing academic knowledge? How does this change our understanding of how business are performing and its consequences, for organizations, consumers, and society in general? This edited volume contains new, and stringent, perspectives on how gamification is contextualized in business settings, both in theory as well as in practice. This book will provide a wealth of research for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.

Utilizing Gamification In Servicescapes For Improved Consumer Engagement

Author: Helmefalk, Miralem
Editor: IGI Global
ISBN: 1799819728
Size: 19,98 MB
Format: PDF, Kindle
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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 that provides vital research on employing various gamification mechanics to alter and enhance certain behaviors in marketing contexts. While highlighting topics such as online gaming, user engagement, and target marketing, this book is ideally designed for retailers, advertisers, marketers, promotion coordinators, industry professionals, business executives, managers, researchers, academicians, and students seeking current research on bridging servicescapes and marketing literature with gamification.

Ecel 2019 18th European Conference On E Learning

Author: Rikke Ørngreen
Editor: Academic Conferences and publishing limited
ISBN: 1912764415
Size: 10,40 MB
Format: PDF, ePub, Mobi
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Games In Everyday Life

Author: Nathan Hulsey
Editor: Emerald Group Publishing
ISBN: 1838679391
Size: 20,43 MB
Format: PDF, ePub, Docs
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In 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 Interface Envelope

Author: James Ash
Editor: Bloomsbury Publishing USA
ISBN: 162356557X
Size: 14,77 MB
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In The Interface Envelope, James Ash develops a series of concepts to understand how digital interfaces work to shape the spatial and temporal perception of players. Drawing upon examples from videogame design and work from post-phenomenology, speculative realism, new materialism and media theory, Ash argues that interfaces create envelopes, or localised foldings of space time, around which bodily and perceptual capacities are organised for the explicit production of economic profit. Modifying and developing Bernard Stiegler's account of psychopower and Warren Neidich's account of neuropower, Ash argues the aim of interface designers and publishers is the production of envelope power. Envelope power refers to the ways that interfaces in games are designed to increase users perceptual and habitual capacities to sense difference. Examining a range of examples from specific videogames, Ash identities a series of logics that are key to producing envelope power and shows how these logics have intensified over the last thirty years. In turn, Ash suggests that the logics of interface envelopes in videogames are spreading to other types of interface. In doing so life becomes enveloped as the environments people inhabit becoming increasingly loaded with digital interfaces. Rather than simply negative, Ash develops a series of responses to the potential problematics of interface envelopes and envelope power and emphasizes their pharmacological nature.

What S Done Is Not Done

Author: Claire E. Oswalt
Editor:
ISBN:
Size: 20,36 MB
Format: PDF, ePub
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"Gamification has been a new development over the course of the past several years and has branched out as it has further developed. The use of gamification has been thoroughly studied and used in work environments, game development, and marketing. However, there are many frontiers that gamification is just beginning to spread to, such as innovation, medicine, and public education. By looking at how gamification has developed and been used so far, others can develop new ways to use gamification to benefit those in other fields and in new ways. This paper will be looking specifically at how gamification can be implemented to benefit students in a secondary classroom by documenting the history of gamification, its recent rise to popularity, and its past implementation in similar situations. To begin, readers should look at the roots of gamification: the workplace. From there, readers can follow the rise of gamification as a theory, and the people and companies who have utilized gamification for good. A professor at Saginaw Valley State University implemented the ideas put forth in the beginning and specifically through one company, and this will be documented to highlight the strategies that work in educational classrooms as well as illustrate how gamification can be used to further learning. Finally, I will be explaining my thesis for a six-week unit on a specific topic that utilizes gamification in a hypothetical classroom at the high school level." -- From page 3.

Phantasmal Spaces

Author: Mathias Fuchs
Editor: Bloomsbury Publishing USA
ISBN: 1501332945
Size: 16,40 MB
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Recognizable, recurring spatial settings in video games serve not only as points of reference and signposts for orientation, but also as implicit sources of content. These spatial archetypes denote more than real-world objects or settings: they suggest and bring forward emotional states, historical context, atmospheric “attunement,” in the words of Massumi, and aesthetic programs that go beyond plain semiotic reference. In each chapter, Mathias Fuchs brings to the fore an archetype commonly found in old and new digital games: The Ruin, The Cave, The Cloud, The Portal, The Road, The Forest, and The Island are each analysed at length, through the perspectives of aesthetics, games technology, psychoanalysis, and intertextuality. Gridding these seven tropes together with these four analytical lenses provides the reader with a systematic framework to understand the various complex considerations at play in evocative game design.

Social Media For Fashion Marketing

Author: Wendy K. Bendoni
Editor: Bloomsbury Publishing
ISBN: 1474233333
Size: 12,85 MB
Format: PDF, Mobi
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Social Media for Fashion Marketing uses cutting edge case studies and detailed interviews to show how the business of fashion is changing in the digital landscape. Bendoni (@BendoniStyle) also considers the psychological impact of being a hyper-connected consumer and the generational gaps in social media communication. Using academic research, alongside her 25 years of fashion marketing experience, Bendoni offers a clear picture of the changing narrative of storytelling, social confirmation, digital nesting and how to use data to shape a brand's online presence. With practical and critical thinking activities to hone your skills into professional practice, this is the ultimate guide to social marketing, promotion, SEO, branding and communication. Featured topics - Rules of Digital Storytelling - Rethinking Gamification - Strategic Digital Marketing - The Role of Citizen Journalists - The Social Media Looking Glass - World of Influencer Marketing - Visual Consumption Economy - Global Perspective of Social Media

Gamification

Author:
Editor: Centro de Innovación BBVA
ISBN:
Size: 16,25 MB
Format: PDF, Docs
Read: 458
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