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.
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Stéphane Le Lay is a specialist in occupational health, a sociologist and a researcher at the Institut de Psychodynamique du Travail, France.
Emmanuelle Savignac is an anthropologist and senior lecturer at the Université de la Sorbonne Nouvelle and a researcher at CERLIS (CNRS) in France.
Pierre Lénel is an associate researcher in the Interdisciplinary Laboratory for Economic Sociology at CNAM-CNRS, France.
Jean Frances is a sociologist and senior lecturer at ENSTA Bretagne, France.
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Zustand: New. Stephane Le Lay is a specialist in occupational health, a sociologist and a researcher at the Institut de Psychodynamique du Travail, France.Emmanuelle Savignac is an anthropologist and senior lecturer at the Universite de la Sorbonne Nouvelle and a researc. Artikel-Nr. 445582737
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Buch. Zustand: Neu. Neuware - 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, TheGamification 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. Artikel-Nr. 9781786306456
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