The Gamification of Society
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Группа авторов. The Gamification of Society
Table of Contents
List of Illustrations
List of Tables
Guide
Pages
The Gamification of Society
Introduction: Gamified Capitalism
1. Paradoxes of Gamification
1.1. Game and play
1.2. Gamification as a deconstruction of the play
1.3. Contents and play elements
1.4. Gamification: an old practice
1.5. Extension of the notion of gamification
1.6. Language or reality
1.7. What existence for play?
1.8. Counter-example of flow or optimal experience
1.9. Play and frame issues
1.10. Hybrids and hybridization processes
1.11. Conclusion
2. Gamification and its Discontents1: The Mechanics of the Game and the Question of the Game’s Operationality in Game Design Texts
2.1. Research context and methodological discussion
2.2. Game mechanics from the point of view of game design. 2.2.1. Convened references and models
2.2.2. Game mechanics and the approach to the game in game design
2.2.3. System, control and player representation
2.3. Game mechanics from the point of view of gamification and the question of the transposability of game logics in non-game contexts
2.3.1. The centrality of the question of engagement in the reference texts
2.3.2. The game mechanics approach by gamification
2.3.3. The question of transposability
2.4. Conclusion
2.5. Appendix: profile of the authors from the corpus
2.5.1. Breakdown by discipline
2.5.2. Extra-academic activity
2.5.3. Geographical distribution of authors
3. The Origins of the Gamification Process: The case of Pre-industrial Societies
3.1. Beginnings of the gamification of learning
3.2. Gamification and the civilizing process
3.3. Play, mathematics and gamification: the scientification of modern societies
3.4. Conclusion
4. Reward Chart for Using the Potty? Justifications and Criticisms of “Gamified” Child Rearing
4.1. Gamified devices of toilet training
4.2. “Short-term winning”, “another failure”: resistance to gamification
4.3. “Stickers are only stickers”: “good parenting” to the rescue of gamification
4.4. Conclusion
5. Digital Engagement Technologies? The Interplay of Datafication and Gamification in Quantified Self Activities
5.1. The formats of gamification in self-tracking devices
5.1.1. Playing the gamification card: putting data traces into play
5.1.2. Setting goals, notifying and focusing attention
5.1.3. Rewarding to motivate: scores, badges and challenges of software systems
5.1.4. Making visible: comparing, sharing and chatting about self-tracking activities
5.1.5. Scripting practices, suggesting paths for exploration
5.2. Shaping engagement inside and through self-tracking devices
5.2.1. Engagement technologies at the crossroads of behavioral psychology, cybernetics and the datafication of human
5.2.2. Engaging and maintaining the user in his or her sensors
5.2.3. To quantify oneself in order to play with oneself?
5.3. Conclusion
6. The “Gamblification” of Life or the Extension of the Gambling Domain: Words from Passionate Gamblers in France and Belgium
6.1. Surveying gamblers and collecting their life stories
6.2. Concept of gamblification
6.3. For a broader definition of the concept
6.4. Some limits to the broadening the scope of the concept
6.5. An invasion of life through play
6.6. Gambling development
6.7. The case of amateur poker players
6.8. The case of so-called compulsive gamblers
6.9. Conclusion
7. Politics and Video Games: Presidential Elections and the Gamification of Partisan Mobilizations
7.1. Activist gamification or political parties out of the game. 7.1.1. Geek candidates in spite of themselves
7.1.2. Targeting an economic sector and its employees through the gamer public
7.2. The gamification of activism or political management through gaming. 7.2.1. François Bayrou in 2011 or the mocked pioneer
7.2.2. Hillary Clinton in 2016 or the acceleration of political managerialization
7.2.3. A trompe-l’oeil Americanization of recreational applications in French political life
7.3. Conclusion
8. Datagames: Questioning About the Unproductive Criterion of Play. 8.1. Introduction
8.2. Serious games and gamification. 8.2.1. Serious game concept
8.2.2. Gamification concept
8.3. Datagames: approach and contributions. 8.3.1. Datagame concept
8.3.2. Crowdsourcing concept
8.3.3. Datagames: a direct contribution for the player
8.3.4. Datagames: a redistribution of direct benefits to players
8.3.5. Different types of datagames
8.3.6. Case of the game with data redistribution only
8.3.7. Active and passive collection
8.3.8. Inventory of the different types of datagames
8.4. Conclusion
References
List of Authors
Index. A
B
C
D
E
F
G
H
L
M, N
O, P
Q, R
S
T, U, V, W
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Research, Innovative Theory and Methods in Social Sciences and Humanities Set
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Introduction written by Stéphane LE LAY, Emmanuelle SAVIGNAC, Jean FRANCES and Pierre LÉNEL.
This very cowardly vision of a gamification of society is the subject of a criticism that poses two problems: a notion that is not very explicit (gamification) and an absence of proof that is all the more difficult because we do not know whether we are talking about game, play, playful in a cowardly sense or something even vaguer. The more diluted the use of the notion of play becomes, the easier it is to find it everywhere. Refering to Henriot (1989), to say that everything is play is to say that nothing is play, because the notion is no longer useful. Panludism is the destruction of play. Nothing is more difficult than thinking of play as a frame for experience, without reifying the frame.
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