The Ambiguity Of Games Histories And Discourses Of A Gameful World


Download The Ambiguity Of Games Histories And Discourses Of A Gameful World PDF/ePub or read online books in Mobi eBooks. Click Download or Read Online button to get The Ambiguity Of Games Histories And Discourses Of A Gameful World book now. This website allows unlimited access to, at the time of writing, more than 1.5 million titles, including hundreds of thousands of titles in various foreign languages.

Download

The Gameful World


The Gameful World

Author: Steffen P. Walz

language: en

Publisher: MIT Press

Release Date: 2015-01-16


DOWNLOAD





What if every part of our everyday life was turned into a game? The implications of “gamification.” 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 algorithmic incentive 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.

The Relevance of Alan Watts in Contemporary Culture


The Relevance of Alan Watts in Contemporary Culture

Author: Peter J. Columbus

language: en

Publisher: Routledge

Release Date: 2021-03-31


DOWNLOAD





Whilst accounting for the present-day popularity and relevance of Alan Watts’ contributions to psychology, religion, arts, and humanities, this interdisciplinary collection grapples with the ongoing criticisms which surround Watts’ life and work. Offering rich examination of as yet underexplored aspects of Watts’ influence in 1960s counterculture, this volume offers unique application of Watts’ thinking to contemporary issues and critically engages with controversies surrounding the commodification of Watts’ ideas, his alleged misreading of Biblical texts, and his apparent distortion of Asian religions and spirituality. Featuring a broad range of international contributors and bringing Watts’ ideas squarely into the contemporary context, the text provides a comprehensive, yet nuanced exploration of Watts’ thinking on psychotherapy, Buddhism, language, music, and sexuality. This text will benefit researchers, doctoral students, and academics in the fields of psychotherapy, phenomenology, and the philosophy of psychology more broadly. Those interested in Jungian psychotherapy, spirituality, and the self and social identity will also enjoy this volume.

HCI in Games


HCI in Games

Author: Xiaowen Fang

language: en

Publisher: Springer Nature

Release Date: 2024-05-31


DOWNLOAD





This book constitutes the refereed proceedings of the 6th International Conference on HCI in Games, held as part of the 26th International Conference, HCI International 2024, which took place in Washington DC, USA, during June 29 - July 4, 2024. The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions. The two volume set of HCI-Games 2024 proceedings were organized in the following topical sections: Volume 14730: Part I: Game Design and Gamification; Part II: Game-based Learning; Part III: Games and Artificial Intelligence Volume 14731: Part I: Advancing Education Through Serious Games; Part II: Player Experience and Engagement