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dc.contributorFuchs, Mathias
dc.contributorFizek, Sonia
dc.contributorRuffino, Paolo
dc.contributorSchrape, Niklas
dc.date.accessioned2019-10-29T10:21:36Z
dc.date.available2019-10-29T10:21:36Z
dc.date.created2018-09-14 12:47
dc.date.issued2015-11-17
dc.identifieroai:gesis.izsoz.de:document/45369
dc.identifier978-3-95796-001-6
dc.identifierhttp://www.ssoar.info/ssoar/handle/document/45369
dc.identifierhttps://doi.org/10.14619/001
dc.identifier.urihttp://hdl.handle.net/20.500.12424/2614021
dc.description.abstractGamification 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 tool for governing populations more effectively. It promises to fix what is wrong with reality by making every single one of us fitter, happier, and healthier. Indeed, it seems like all of society is up for being transformed into one massive game. The contributions in this book offer a candid assessment of the gamification hype. They trace back the historical roots of the phenomenon and explore novel design practices and methods. They critically discuss its social implications and even present artistic tactics for resistance. It is time to rethink gamification!
dc.publishermeson press
dc.publisherDEU
dc.publisherLüneburg
dc.rightsCreative Commons - Namensnennung, Weitergabe unter gleichen Bedingungen
dc.source344
dc.subjectSociology & anthropology
dc.subjectSoziologie, Anthropologie
dc.subjectGamification
dc.subjectAllgemeine Soziologie, Makrosoziologie, spezielle Theorien und Schulen, Entwicklung und Geschichte der Soziologie
dc.subjectGeneral Sociology, Basic Research, General Concepts and History of Sociology, Sociological Theories
dc.subjectcomputervermittelte Kommunikation
dc.subjectKommunikationstechnologie
dc.subjectOnline-Dienst
dc.subjectForschungsansatz
dc.subjectGrundbegriff
dc.subjecthistorische Analyse
dc.subjectInteraktion
dc.subjectsoziales Verhalten
dc.subjectDigitale Medien
dc.subjectMarketinginstrument
dc.subjectMarketing
dc.subjectMobiltelefon
dc.subjectComputerspiel
dc.subjectSpiel
dc.subjectVerhalten
dc.subjectVerhaltensforschung
dc.subjectcomputer-mediated communication
dc.subjectcommunication technology
dc.subjectonline service
dc.subjectresearch approach
dc.subjectbasic concept
dc.subjecthistorical analysis
dc.subjectinteraction
dc.subjectsocial behavior
dc.subjectdigital media
dc.subjectmarketing instrument
dc.subjectmarketing
dc.subjectcell phone
dc.subjectcomputer game
dc.subjectplaying
dc.subjectbehavior
dc.subjectbehavioral research
dc.titleRethinking Gamification
dc.typeSammelwerk
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ge.identifier.legacyglobethics:15285022
ge.identifier.permalinkhttps://www.globethics.net/gel/15285022
ge.lastmodificationdate2018-09-14 12:47
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ge.oai.setnameAllgemeine Soziologie, Makrosoziologie, spezielle Theorien und "Schulen", Entwicklung und Geschichte der Soziologie
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ge.linkhttp://www.ssoar.info/ssoar/handle/document/45369
ge.linkhttps://doi.org/10.14619/001


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