The Gamification of Society - ENSTA Bretagne - École nationale supérieure de techniques avancées Bretagne
Ouvrages Année : 2021

The Gamification of Society

Résumé

The applications of gamification and the contexts in which game elements can be successfully incorporated have grown significantly over the years. They now include the fields of health, education, work, the media and many others. However, the human and social sciences still neglect the analysis and critique of gamification. Research conducted in this area tends to focus on game objects and not gamification’s logic as its ideological dimension. Considering that the game, as a model and a reference, laden with social value, deserves to be questioned beyond its objects, The Gamification of Society gathers together texts, observations and criticisms that question the influence that games and their “mechanics” have on wider society. The empirical research presented in this book (examining designers’ practices, early childhood, political action, the quantified self, etc.) also probes several different national contexts – those of Norway, Belgium, the United States and France, among others.

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Dates et versions

hal-03467353 , version 1 (06-12-2021)

Identifiants

  • HAL Id : hal-03467353 , version 1

Citer

Stéphane Le Lay, Emmanuelle Savignac, Pierre Lénel, Jean Frances (Dir.). The Gamification of Society. ISTE Éditions, 2021, 9781786306456. ⟨hal-03467353⟩
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