Rethinking Gamification [electronic resource].
Meson Press 2014
Open access content
Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new ...
https://www.librarystack.org/rethinking-gamification/?ref=unknown
Computer art
Critical Theory
User interfaces (Computer systems)
Video games
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Collections
Book
Mathias Fuchs
Sonia Fizek
Paolo Ruffino
Niklas Schrape
Maxwell Foxman
Joost Raessens
Felix Raczkowski
Fabrizio Poltronieri
Thibault Philippette
Gabriele Ferri
Daphne Dragona
Matthew Tiessen
Scott Nicholson
Sebastian Deterding
Laleh Torabi
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