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Gamification of life and the gaming ...
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Arlt, Fabian.
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Gamification of life and the gaming society = the Ludic century /
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Gamification of life and the gaming society/ by Fabian Arlt, Hans-Jurgen Arlt.
其他題名:
the Ludic century /
作者:
Arlt, Fabian.
其他作者:
Arlt, Hans-Jurgen.
出版者:
Cham :Springer International Publishing : : 2023.,
面頁冊數:
vi, 123 p. :illustrations, digital ;24 cm.
內容註:
The game in real life, real life in the game. An Introduction -- The peculiarity of the game: Successful handling of the unexpected -- The computer as game, toy and player -- Instrumentalizations of the game -- Ludic culture of modern life: The Ludic.
Contained By:
Springer Nature eBook
標題:
Gamification - Social aspects. -
電子資源:
https://doi.org/10.1007/978-3-031-45907-8
ISBN:
9783031459078
Gamification of life and the gaming society = the Ludic century /
Arlt, Fabian.
Gamification of life and the gaming society
the Ludic century /[electronic resource] :by Fabian Arlt, Hans-Jurgen Arlt. - Cham :Springer International Publishing :2023. - vi, 123 p. :illustrations, digital ;24 cm. - SpringerBriefs in education,2211-193X. - SpringerBriefs in education..
The game in real life, real life in the game. An Introduction -- The peculiarity of the game: Successful handling of the unexpected -- The computer as game, toy and player -- Instrumentalizations of the game -- Ludic culture of modern life: The Ludic.
This interesting book discusses why, as an activity, topic and metaphor, play and game have become an integral part of modern life. Empirically exemplary and theoretically grounded, this book discusses the developments and expansions in gaming, from easily accessible casual games to the galaxy-spanning gaming worlds of Massively Multiplayer Online Role-Playing Games (MMORPGs) It shows how gaming has become a focal point of the entertainment industry, marked by boundless professionalization and monetization, especially in the realm of sports, and how games become global platforms for social networks, where players from all over the world meet in digital sandboxes. The combination of the virtual and the ludic creates hyperreal spaces in which people try out new forms of interaction, cooperation, and even brainstorming. The authors ask if this behavior has become the new way of life and the new normal, and if this heralds the ludic century. They take readers on a journey to understand the dynamics of today's gaming society, and base their observations and analyses on an original theory of play, which, in contrast to social normalcy, revolves around the allure and threats of the unexpected. This book is of interest to students and researchers of social science and communication studies, especially those working on the interface of AI and society. This book is a translation of an original German edition. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com) A subsequent human revision was done primarily in terms of content, so that the book will read stylistically differently from a conventional translation.
ISBN: 9783031459078
Standard No.: 10.1007/978-3-031-45907-8doiSubjects--Topical Terms:
3669005
Gamification
--Social aspects.
LC Class. No.: GV1469.34.S52 / A78 2023
Dewey Class. No.: 794.8
Gamification of life and the gaming society = the Ludic century /
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This interesting book discusses why, as an activity, topic and metaphor, play and game have become an integral part of modern life. Empirically exemplary and theoretically grounded, this book discusses the developments and expansions in gaming, from easily accessible casual games to the galaxy-spanning gaming worlds of Massively Multiplayer Online Role-Playing Games (MMORPGs) It shows how gaming has become a focal point of the entertainment industry, marked by boundless professionalization and monetization, especially in the realm of sports, and how games become global platforms for social networks, where players from all over the world meet in digital sandboxes. The combination of the virtual and the ludic creates hyperreal spaces in which people try out new forms of interaction, cooperation, and even brainstorming. The authors ask if this behavior has become the new way of life and the new normal, and if this heralds the ludic century. They take readers on a journey to understand the dynamics of today's gaming society, and base their observations and analyses on an original theory of play, which, in contrast to social normalcy, revolves around the allure and threats of the unexpected. This book is of interest to students and researchers of social science and communication studies, especially those working on the interface of AI and society. This book is a translation of an original German edition. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com) A subsequent human revision was done primarily in terms of content, so that the book will read stylistically differently from a conventional translation.
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