The Gamification of Society
Autor: | Stéphane Le Lay, Emmanuelle Savignac, Pierre Lénel, Jean Frances |
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Přispěvatelé: | Institut de psychodynamique du travail (IPDT), Centre de recherche sur les liens sociaux (CERLIS - UMR 8070), Université Sorbonne Nouvelle - Paris 3-Centre National de la Recherche Scientifique (CNRS)-Université de Paris (UP), Laboratoire interdisciplinaire pour la sociologie économique (LISE), Centre National de la Recherche Scientifique (CNRS)-Conservatoire National des Arts et Métiers [CNAM] (CNAM), Département Sciences Humaines et Sociales ENSTA Bretagne (ENSTA Bretagne_SHS), École Nationale Supérieure de Techniques Avancées Bretagne (ENSTA Bretagne), Formation et apprentissages professionnels (FoAP), Conservatoire National des Arts et Métiers [CNAM] (CNAM)-AgroSup Dijon - Institut National Supérieur des Sciences Agronomiques, de l'Alimentation et de l'Environnement-École Nationale Supérieure de Techniques Avancées Bretagne (ENSTA Bretagne), Conservatoire National des Arts et Métiers [CNAM] (CNAM), HESAM Université (HESAM)-HESAM Université (HESAM)-Centre National de la Recherche Scientifique (CNRS), HESAM Université (HESAM)-HESAM Université (HESAM)-AgroSup Dijon - Institut National Supérieur des Sciences Agronomiques, de l'Alimentation et de l'Environnement-École Nationale Supérieure de Techniques Avancées Bretagne (ENSTA Bretagne) |
Jazyk: | angličtina |
Rok vydání: | 2021 |
Předmět: | |
Zdroj: | ISTE Éditions, 2021, 9781786306456 HAL |
Popis: | International audience; The applications of gamification and the contexts in which game elements can be successfully incorporated have grown significantly over the years. They now include the fields of health, education, work, the media and many others. However, the human and social sciences still neglect the analysis and critique of gamification. Research conducted in this area tends to focus on game objects and not gamification’s logic as its ideological dimension.Considering that the game, as a model and a reference, laden with social value, deserves to be questioned beyond its objects, The Gamification of Society gathers together texts, observations and criticisms that question the influence that games and their “mechanics” have on wider society. The empirical research presented in this book (examining designers’ practices, early childhood, political action, the quantified self, etc.) also probes several different national contexts – those of Norway, Belgium, the United States and France, among others. |
Databáze: | OpenAIRE |
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