The Gameful World: Approaches, Issues, Applications (MIT Press)
暫譯: 遊戲化世界:方法、議題、應用 (MIT Press)
- 出版商: MIT
- 出版日期: 2015-01-23
- 售價: $2,430
- 貴賓價: 9.5 折 $2,309
- 語言: 英文
- 頁數: 688
- 裝訂: Hardcover
- ISBN: 026202800X
- ISBN-13: 9780262028004
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商品描述
What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as "gamification." As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture.
Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this "gameful world"? Can game design energize society and individuals, or will algorithmicincentive systems become our new robot overlords?
In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture -- including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.
商品描述(中文翻譯)
如果我們的整個生活都變成了一場遊戲呢?這聽起來像是科幻小說的前提,但今天卻正逐漸成為現實,這就是「遊戲化」(gamification)。隨著越來越多的組織、實踐、產品和服務融入遊戲和遊玩的元素,以使其更具吸引力,我們正在見證文化的真正遊戲化。
然而,儘管有些人慶祝遊戲化作為解決人類最艱難挑戰的可能答案,而另一些人則譴責它為一種行銷手法,但問題依然存在:這個「遊戲化的世界」有什麼影響?遊戲設計能否激勵社會和個人,還是算法激勵系統將成為我們的新機器人統治者?
在這本書中,來自學術界和業界的五十多位知名人士探討了遊戲化和文化遊戲化的主要挑戰,包括 Ian Bogost、John M. Carroll、Bernie DeKoven、Bill Gaver、Jane McGonigal、Frank Lantz、Jesse Schell、Kevin Slavin、McKenzie Wark 和 Eric Zimmerman。他們概述了主要的學科方法,包括修辭學、經濟學、心理學和美學;探討了剝削或隱私等問題;並調查了健康、教育、設計、可持續性或社交媒體等主要應用領域。