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  1. Experimental games
    critique, play, and design in the age of gamification
    Published: 2020
    Publisher:  University of Chicago Press, Chicago ; London

    "Few human pastimes absorb as much money and attention as games, and digital games alone engage more than two billion people worldwide. At the same time, the forms of experiment and behavior modification known as "gamification" have imposed... more

    Bayerische Staatsbibliothek
    Unlimited inter-library loan, copies and loan

     

    "Few human pastimes absorb as much money and attention as games, and digital games alone engage more than two billion people worldwide. At the same time, the forms of experiment and behavior modification known as "gamification" have imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda shows that games need not be synonymous with gamification and reveals the ways in which experimental games can disrupt the logic of gamification itself. Games can, indeed, help us think beyond existing systems and intervene in neoliberal ideology from the inside out. Addressing game designers and new media artists as well as the growing field of game studies, Jagoda takes up a broad variety of games, including mainstream "AAA" games such "StarCraft,"widespread casual mobile games such as "Candy Crush Saga,"popular independent games such as "Stardew Valley,"formally experimental games such as "Luxuria Superbia,"and more personal auteur games such as "Dys4ia."He ranges over many genres including single-player, multi-player, and networked real-time strategy, platformers, simulators, first-person shooters, role-playing games, and puzzle games. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment"--

     

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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Dissertation
    Format: Online
    ISBN: 9780226630038
    RVK Categories: AP 15963
    Subjects: Gamification; Videospiel; Computerspiel
    Other subjects: Computer games; Video games; Computer games / Social aspects; Video games / Social aspects; Gamification; Digital computer simulation
    Scope: 1 Online-Ressource (xvi, 386 Seiten), Illustrationen
  2. Experimental games
    critique, play, and design in the age of gamification
    Published: [2020]
    Publisher:  The University of Chicago Press, Chicago ; London

    "Few human pastimes absorb as much money and attention as games, and digital games alone engage more than two billion people worldwide. At the same time, the forms of experiment and behavior modification known as "gamification" have imposed... more

    Zentralinstitut für Kunstgeschichte, Bibliothek
    No loan of volumes, only paper copies will be sent
    Universitätsbibliothek Würzburg
    Unlimited inter-library loan, copies and loan

     

    "Few human pastimes absorb as much money and attention as games, and digital games alone engage more than two billion people worldwide. At the same time, the forms of experiment and behavior modification known as "gamification" have imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda shows that games need not be synonymous with gamification and reveals the ways in which experimental games can disrupt the logic of gamification itself. Games can, indeed, help us think beyond existing systems and intervene in neoliberal ideology from the inside out. Addressing game designers and new media artists as well as the growing field of game studies, Jagoda takes up a broad variety of games, including mainstream "AAA" games such "StarCraft,"widespread casual mobile games such as "Candy Crush Saga,"popular independent games such as "Stardew Valley,"formally experimental games such as "Luxuria Superbia,"and more personal auteur games such as "Dys4ia."He ranges over many genres including single-player, multi-player, and networked real-time strategy, platformers, simulators, first-person shooters, role-playing games, and puzzle games. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment"--

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780226629971; 9780226629834
    RVK Categories: AP 15963
    Subjects: Gamification; Computerspiel; Videospiel
    Other subjects: Computer games; Video games; Computer games / Social aspects; Video games / Social aspects; Gamification; Digital computer simulation
    Scope: xvi, 386 Seiten, Illustrationen
  3. Experimental games
    critique, play, and design in the age of gamification
    Published: 2020
    Publisher:  University of Chicago Press, Chicago ; ProQuest, London

    In our unprecedentedly networked world, games have come to occupy an important space in many of our everyday lives. Digital games alone engage an estimated 2.5 billion people worldwide as of 2020, and other forms of gaming, such as board games, role... more

    Universität Mainz, Zentralbibliothek
    No inter-library loan

     

    In our unprecedentedly networked world, games have come to occupy an important space in many of our everyday lives. Digital games alone engage an estimated 2.5 billion people worldwide as of 2020, and other forms of gaming, such as board games, role playing, escape rooms, and puzzles, command an ever-expanding audience. At the same time, “gamification”—the application of game mechanics to traditionally nongame spheres, such as personal health and fitness, shopping, habit tracking, and more—has imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda argues that games need not be synonymous with gamification. He studies experimental games that intervene in the neoliberal project from the inside out, examining a broad variety of mainstream and independent games, including StarCraft, Candy Crush Saga, Stardew Valley, Dys4ia, Braid, and Undertale. Beyond a diagnosis of gamification, Jagoda imagines ways that games can be experimental—not only in the sense of problem solving, but also the more nuanced notion of problem making that embraces the complexities of our digital present. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780226630038
    RVK Categories: ST 324 ; AP 15963
    Subjects: Computerspiel; Videospiel; Gamification; Computer games; Computer games; Digital computer simulation; Gamification; Video games; Video games; SOCIAL SCIENCE / General
    Scope: 1 Online-Ressource
  4. Experimental games
    critique, play, and design in the age of gamification
    Published: [2020]
    Publisher:  University of Chicago Press, Chicago

    "Few human pastimes absorb as much money and attention as games, and digital games alone engage more than two billion people worldwide. At the same time, the forms of experiment and behavior modification known as "gamification" have imposed... more

    Universitätsbibliothek J. C. Senckenberg, Bibliothekszentrum Geisteswissenschaften (BzG)
    01/AP 15963 J24
    No inter-library loan

     

    "Few human pastimes absorb as much money and attention as games, and digital games alone engage more than two billion people worldwide. At the same time, the forms of experiment and behavior modification known as "gamification" have imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda shows that games need not be synonymous with gamification and reveals the ways in which experimental games can disrupt the logic of gamification itself. Games can, indeed, help us think beyond existing systems and intervene in neoliberal ideology from the inside out. Addressing game designers and new media artists as well as the growing field of game studies, Jagoda takes up a broad variety of games, including mainstream "AAA" games such "StarCraft,"widespread casual mobile games such as "Candy Crush Saga,"popular independent games such as "Stardew Valley,"formally experimental games such as "Luxuria Superbia,"and more personal auteur games such as "Dys4ia."He ranges over many genres including single-player, multi-player, and networked real-time strategy, platformers, simulators, first-person shooters, role-playing games, and puzzle games. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment

     

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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780226629971; 9780226629834
    RVK Categories: AP 15963
    Subjects: Computerspiel; Videospiel; Gamification; Computer games; Video games; Computer games; Video games; Gamification; Digital computer simulation
    Scope: xvi, 386 Seiten, Illustrationen
    Notes:

    Includes bibliographical references and index

  5. Experimental games
    critique, play, and design in the age of gamification
    Published: 2020; ©2020
    Publisher:  University of Chicago Press, Chicago

    "Few human pastimes absorb as much money and attention as games, and digital games alone engage more than two billion people worldwide. At the same time, the forms of experiment and behavior modification known as "gamification" have imposed... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    10 A 122786
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Freiburg
    GE 2021/3730
    Unlimited inter-library loan, copies and loan
    Max-Planck-Institut für ethnologische Forschung, Bibliothek
    GV1469 Jago2020
    No loan of volumes, only paper copies will be sent
    Universität Konstanz, Kommunikations-, Informations-, Medienzentrum (KIM)
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Leipzig
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Mannheim
    500 AP 15963 J24
    No inter-library loan

     

    "Few human pastimes absorb as much money and attention as games, and digital games alone engage more than two billion people worldwide. At the same time, the forms of experiment and behavior modification known as "gamification" have imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda shows that games need not be synonymous with gamification and reveals the ways in which experimental games can disrupt the logic of gamification itself. Games can, indeed, help us think beyond existing systems and intervene in neoliberal ideology from the inside out. Addressing game designers and new media artists as well as the growing field of game studies, Jagoda takes up a broad variety of games, including mainstream "AAA" games such "StarCraft,"widespread casual mobile games such as "Candy Crush Saga,"popular independent games such as "Stardew Valley,"formally experimental games such as "Luxuria Superbia,"and more personal auteur games such as "Dys4ia."He ranges over many genres including single-player, multi-player, and networked real-time strategy, platformers, simulators, first-person shooters, role-playing games, and puzzle games. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment"--

     

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    Content information
    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780226629971; 9780226629834
    RVK Categories: AP 15963
    Subjects: Computer games; Video games; Computer games; Video games; Gamification; Digital computer simulation
    Scope: xvi, 386 Seiten, Illustrationen
    Notes:

    Enthält Literaturangaben Seite 291-366 und Index Seite 375-386

  6. Experimental Games
    Critique, Play, and Design in the Age of Gamification
    Published: [2020]; © 2020
    Publisher:  University of Chicago Press, Chicago

    Intro -- Contents -- List of Figures -- Prologue: Game Experiments -- Part I. Framework -- Introduction: Society of the Game -- 1. Gamification -- 2. Experimentation -- Part II. Concepts -- 3. Choice -- 4. Control -- 5. Difficulty -- 6. Failure --... more

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    Aggregator (lizenzpflichtig)
    Universitätsbibliothek Kiel, Zentralbibliothek
    No inter-library loan
    Hochschule für Wirtschaft und Umwelt Nürtingen-Geislingen, Bibliothek Nürtingen
    eBook ProQuest
    No inter-library loan
    Universitätsbibliothek Osnabrück
    No inter-library loan

     

    Intro -- Contents -- List of Figures -- Prologue: Game Experiments -- Part I. Framework -- Introduction: Society of the Game -- 1. Gamification -- 2. Experimentation -- Part II. Concepts -- 3. Choice -- 4. Control -- 5. Difficulty -- 6. Failure -- Part III. Design -- 7. Improvisation -- Coda: Joy -- Acknowledgments -- Notes -- Ludography -- Index.

     

    Export to reference management software   RIS file
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780226630038
    RVK Categories: AP 15963
    Subjects: Video games-Social aspects; Computer games-Social aspects; Video games; Digital computer simulation; Computer games; Gamification; Electronic books
    Scope: 1 Online-Ressource (xvi, 386 Seiten)
    Notes:

    Description based on publisher supplied metadata and other sources

  7. Experimental games
    critique, play, and design in the age of gamification
    Published: 2020
    Publisher:  University of Chicago Press, Chicago

    "Few human pastimes absorb as much money and attention as games, and digital games alone engage more than two billion people worldwide. At the same time, the forms of experiment and behavior modification known as "gamification" have imposed... more

    Access:
    Aggregator (lizenzpflichtig)
    Bibliotheks-und Informationssystem der Carl von Ossietzky Universität Oldenburg (BIS)
    No inter-library loan

     

    "Few human pastimes absorb as much money and attention as games, and digital games alone engage more than two billion people worldwide. At the same time, the forms of experiment and behavior modification known as "gamification" have imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda shows that games need not be synonymous with gamification and reveals the ways in which experimental games can disrupt the logic of gamification itself. Games can, indeed, help us think beyond existing systems and intervene in neoliberal ideology from the inside out. Addressing game designers and new media artists as well as the growing field of game studies, Jagoda takes up a broad variety of games, including mainstream "AAA" games such "StarCraft,"widespread casual mobile games such as "Candy Crush Saga,"popular independent games such as "Stardew Valley,"formally experimental games such as "Luxuria Superbia,"and more personal auteur games such as "Dys4ia."He ranges over many genres including single-player, multi-player, and networked real-time strategy, platformers, simulators, first-person shooters, role-playing games, and puzzle games. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment"--

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780226630038
    RVK Categories: AP 15963
    Subjects: Computer games; Video games; Computer games; Video games; Gamification; Digital computer simulation
    Scope: 1 Online-Ressource (xvi, 386 Seiten), Illustrationen
    Notes:

    Includes bibliographical references and index

  8. Experimental games
    critique, play, and design in the age of gamification
    Published: 2020; ©2020
    Publisher:  University of Chicago Press, Chicago

    "Few human pastimes absorb as much money and attention as games, and digital games alone engage more than two billion people worldwide. At the same time, the forms of experiment and behavior modification known as "gamification" have imposed... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    Unlimited inter-library loan, copies and loan

     

    "Few human pastimes absorb as much money and attention as games, and digital games alone engage more than two billion people worldwide. At the same time, the forms of experiment and behavior modification known as "gamification" have imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda shows that games need not be synonymous with gamification and reveals the ways in which experimental games can disrupt the logic of gamification itself. Games can, indeed, help us think beyond existing systems and intervene in neoliberal ideology from the inside out. Addressing game designers and new media artists as well as the growing field of game studies, Jagoda takes up a broad variety of games, including mainstream "AAA" games such "StarCraft,"widespread casual mobile games such as "Candy Crush Saga,"popular independent games such as "Stardew Valley,"formally experimental games such as "Luxuria Superbia,"and more personal auteur games such as "Dys4ia."He ranges over many genres including single-player, multi-player, and networked real-time strategy, platformers, simulators, first-person shooters, role-playing games, and puzzle games. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment"--

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780226629971; 9780226629834
    RVK Categories: AP 15963
    Subjects: Computer games; Video games; Computer games; Video games; Gamification; Digital computer simulation
    Scope: xvi, 386 Seiten, Illustrationen
    Notes:

    Enthält Literaturangaben Seite 291-366 und Index Seite 375-386