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ویرایش: 1 نویسندگان: Stéphane Le Lay (editor), Emmanuelle Savignac (editor), Jean Frances (editor), Pierre Lénel (editor) سری: ISBN (شابک) : 178630645X, 9781786306456 ناشر: Wiley-ISTE سال نشر: 2021 تعداد صفحات: 227 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 4 مگابایت
در صورت تبدیل فایل کتاب The Gamification of Society: Towards a Gaming Regime? به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب گیمیفیکیشن جامعه: به سوی یک رژیم بازی؟ نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
پژوهشهای انجامشده در این زمینه بر روی اشیاء بازی تمرکز دارند و منطق بازیسازی را بهعنوان بعد ایدئولوژیک آن معطوف نمیکنند. با توجه به اینکه بازی به عنوان یک الگو و مرجع و مملو از ارزش اجتماعی، شایسته است که فراتر از اهداف خود مورد پرسش قرار گیرد،
بازی سازی جامعه متون، مشاهدات و انتقادات را گرد هم می آورد. که تاثیر بازی ها و مکانیک آنها بر جامعه گسترده تر را زیر سوال می برد. تحقیقات تجربی ارائه شده در این کتاب (بررسی شیوههای طراحان، دوران کودکی، کنش سیاسی، خود کمیسازیشده، و غیره) همچنین چندین زمینه ملی مختلف از جمله نروژ، بلژیک، ایالات متحده و فرانسه را بررسی میکند. p>
Research conducted in this area tends to focus on game objects and not gamificationÂs 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 Âmechanics 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.
Cover Half-Title Page Title Page Copyright Page Contents Introduction: Gamified Capitalism PART 1: Theoretical Discussion and Empirical Examination of “Gamification” 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 Discontents: 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 PART 2: Socialization Through Play 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 ofmodern 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 PART 3: Bodies and Subjectivities Involvement 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 echnologies 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 PART 4: The Political and Social Extensions of Play Through Gamification 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 Other titles from iSTE in Science, Society and New Technologies EULA