EUR 3,14
Anzahl: 1 verfügbar
In den WarenkorbSoftcover. Zustand: Très bon. Ammareal reverse jusqu'à 15% du prix net de cet article à des organisations caritatives. ENGLISH DESCRIPTION Book Condition: Used, Very good. Ammareal gives back up to 15% of this item's net price to charity organizations.
Anbieter: Ria Christie Collections, Uxbridge, Vereinigtes Königreich
EUR 153,07
Anzahl: Mehr als 20 verfügbar
In den WarenkorbZustand: New. In.
Anbieter: Majestic Books, Hounslow, Vereinigtes Königreich
EUR 189,39
Anzahl: 3 verfügbar
In den WarenkorbZustand: New.
EUR 163,06
Anzahl: Mehr als 20 verfügbar
In den WarenkorbZustand: 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.
Anbieter: Revaluation Books, Exeter, Vereinigtes Königreich
EUR 218,42
Anzahl: 2 verfügbar
In den WarenkorbHardcover. Zustand: Brand New. 195 pages. 9.50x6.50x0.75 inches. In Stock.
Sprache: Englisch
Verlag: ISTE Ltd and John Wiley & Sons Inc, 2021
ISBN 10: 178630645X ISBN 13: 9781786306456
Anbieter: Kennys Bookstore, Olney, MD, USA
EUR 240,06
Anzahl: Mehr als 20 verfügbar
In den WarenkorbZustand: New. 2021. 1st Edition. Hardcover. . . . . . Books ship from the US and Ireland.
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.