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Experimental Games: Critique, Play, and Design in the Age of Gamification

Patrick Jagoda

Published in print:
2020
Published Online:
May 2021
ISBN:
9780226629834
eISBN:
9780226630038
Item type:
book
Publisher:
University of Chicago Press
DOI:
10.7208/chicago/9780226630038.001.0001
Subject:
Literature, Film, Media, and Cultural Studies

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, ... More


License to Play: The Ludic in Japanese Culture

Michal Daliot-Bul

Published in print:
2014
Published Online:
November 2016
ISBN:
9780824839406
eISBN:
9780824868994
Item type:
book
Publisher:
University of Hawai'i Press
DOI:
10.21313/hawaii/9780824839406.001.0001
Subject:
Society and Culture, Asian Studies

License to Play explores the dynamic transformations of the relations between culture and play (asobi) in Japan. Beginning in Premodern Japan all the way to 21st century postmodern Japan, colorful ... More


Gamification

Patrick Jagoda

in Experimental Games: Critique, Play, and Design in the Age of Gamification

Published in print:
2020
Published Online:
May 2021
ISBN:
9780226629834
eISBN:
9780226630038
Item type:
chapter
Publisher:
University of Chicago Press
DOI:
10.7208/chicago/9780226630038.003.0002
Subject:
Literature, Film, Media, and Cultural Studies

This chapter offers an overview of gamification as a historical paradigm that brings games to the forefront of social, political, economic, and aesthetic thought. Though the term gamification, and ... More


Ludic Design for Accessibility in the Global South

Manohar Swaminathan and Joyojeet Pal

in Accessible Technology and the Developing World

Published in print:
2021
Published Online:
December 2021
ISBN:
9780198846413
eISBN:
9780191881572
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780198846413.003.0014
Subject:
Computer Science, Human-Computer Interaction, Systems Analysis and Design

Technology solutions for accessibility have long been created using a narrow utilitarian lens, especially in the Global South, due to multi-dimensional challenges and resource constraints: an ... More


Critical statistical literacy and interactive data visualisations

Jim Ridgway, James Nicholson, Sinclair Sutherland, and Spencer Hedger

in Data in Society: Challenging Statistics in an Age of Globalisation

Published in print:
2019
Published Online:
May 2020
ISBN:
9781447348214
eISBN:
9781447348269
Item type:
chapter
Publisher:
Policy Press
DOI:
10.1332/policypress/9781447348214.003.0028
Subject:
Sociology, Social Research and Statistics

Large amounts of data, relevant to decision making and political argument, are now available. However, these data are often accessible only to people with reasonably developed skills in data ... More


Introduction: Ludo-Orientalism and the Gamification of Race

Tara Fickle

in The Race Card: From Gaming Technologies to Model Minorities

Published in print:
2019
Published Online:
May 2020
ISBN:
9781479868551
eISBN:
9781479805686
Item type:
chapter
Publisher:
NYU Press
DOI:
10.18574/nyu/9781479868551.003.0001
Subject:
Society and Culture, Media Studies

The introduction traces the book’s main argument and previews its structure. It begins with a discussion of the mobile game Pokémon GO to illustrate popular games’ key role in the construction of ... More


Play

Eric Gordon and Gabriel Mugar

in Meaningful Inefficiencies: Civic Design in an Age of Digital Expediency

Published in print:
2020
Published Online:
February 2020
ISBN:
9780190870140
eISBN:
9780190870171
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780190870140.003.0004
Subject:
Sociology, Culture

Play is the precondition of civic action taking. This chapter explores what it means when people play and how the creation of trusted, accessible, and inclusive play spaces is central to civic ... More


Introduction

Andy Miah

in Sport 2.0: Transforming Sports for a Digital World

Published in print:
2017
Published Online:
September 2017
ISBN:
9780262035477
eISBN:
9780262343114
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262035477.003.0001
Subject:
Sociology, Sport and Leisure

This chapter provides a detailed overview of the book, which is written in three parts. Part I focuses on how digital technology is changing sport experiences from a wide range of perspectives, while ... More


The Serious Gamer as Elite Athlete

Andy Miah

in Sport 2.0: Transforming Sports for a Digital World

Published in print:
2017
Published Online:
September 2017
ISBN:
9780262035477
eISBN:
9780262343114
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262035477.003.0005
Subject:
Sociology, Sport and Leisure

This chapter focuses on how the amateur athletic experience is being modified by digital technology and how should inform a re-evaluation of computer culture. It shows how digital gaming is becoming ... More


Making it count

Karen Throsby

in Immersion: Marathon Swimming, Embodiment and Identity

Published in print:
2016
Published Online:
January 2017
ISBN:
9780719099625
eISBN:
9781526114976
Item type:
chapter
Publisher:
Manchester University Press
DOI:
10.7228/manchester/9780719099625.003.0005
Subject:
Anthropology, Social and Cultural Anthropology

This chapter explores the tension between the ephemerality of swimming and its embodied and symbolic ‘realness’ for the swimmer, and investigates the multiple ways in which material and virtual ... More


Post-Liberal Competitions?: Pragmatics of Gamification and Weaponization

William Davies

in The Performance Complex: Competition and Competitions in Social Life

Published in print:
2020
Published Online:
August 2020
ISBN:
9780198861669
eISBN:
9780191893612
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780198861669.003.0009
Subject:
Business and Management, HRM / IR, Knowledge Management

Competitions have a “liberal” quality, where the traits they measure or reward have some connection to broader moral virtues, beyond the frame of a contest, and where they have transparency ... More


Coding Cow Clicker: The Work of Algorithms

Ed Finn

in What Algorithms Want: Imagination in the Age of Computing

Published in print:
2017
Published Online:
September 2017
ISBN:
9780262035927
eISBN:
9780262338837
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262035927.003.0005
Subject:
Computer Science, Programming Languages

Chapter 4 begins with Ian Bogost’s satirical Facebook game Cow Clicker and its send-up of the “gamification” movement to add quantification and algorithmic thinking to many facets of everyday life. ... More


The Otherness of Play

Michal Daliot-Bul

in License to Play: The Ludic in Japanese Culture

Published in print:
2014
Published Online:
November 2016
ISBN:
9780824839406
eISBN:
9780824868994
Item type:
chapter
Publisher:
University of Hawai'i Press
DOI:
10.21313/hawaii/9780824839406.003.0003
Subject:
Society and Culture, Asian Studies

There is a general agreement among theoreticians of play that play is a “framed event,” and that the “otherness” of play transforms it into a safe experimental space for testing alternative cultural ... More


Epilogue: The Greatest Paradox of All

Michal Daliot-Bul

in License to Play: The Ludic in Japanese Culture

Published in print:
2014
Published Online:
November 2016
ISBN:
9780824839406
eISBN:
9780824868994
Item type:
chapter
Publisher:
University of Hawai'i Press
DOI:
10.21313/hawaii/9780824839406.003.0007
Subject:
Society and Culture, Asian Studies

The Epilogue sums up the implications of the theoretical and methodological trajectories devised in this book. It then moves on to discuss once again the blurring of the boundaries between play and ... More


The Information Laboratory

Julie E. Cohen

in Between Truth and Power: The Legal Constructions of Informational Capitalism

Published in print:
2019
Published Online:
October 2019
ISBN:
9780190246693
eISBN:
9780190909543
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780190246693.003.0004
Subject:
Law, Legal Profession and Ethics, Legal History

The emergence of the platform-based, massively intermediated information environment upends settled ways of understanding the nature and social function of media technologies. For several hundred ... More


The organization of competition and non-competition in schools

Søren Christensen and Hanne Knudsen

in Competition: What It Is and Why It Happens

Published in print:
2021
Published Online:
July 2021
ISBN:
9780192898012
eISBN:
9780191924460
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780192898012.003.0010
Subject:
Business and Management, Organization Studies, Strategy

This chapter explores current ambivalences towards using competition between students as a means to intensify learning. The analysis builds on a case study from a Danish school where games are used ... More


Gamifying Classical Music

William Gibbons

in Unlimited Replays: Video Games and Classical Music

Published in print:
2018
Published Online:
May 2018
ISBN:
9780190265250
eISBN:
9780190265304
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780190265250.003.0011
Subject:
Music, Popular, History, Western

This chapter addresses the ways in which classical music lends itself to gamification, a pervasive trend in contemporary culture in which aspects of games are applied to non-game activities to ... More


Trends, Tools, Techniques, and Transformation

Judith Bowman

in Online Learning in Music: Foundations, Frameworks, and Practices

Published in print:
2014
Published Online:
October 2014
ISBN:
9780199988174
eISBN:
9780199392919
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199988174.003.0010
Subject:
Music, History, American

This chapter looks to the near future of online learning in music. It presents findings of the New Media Consortium’s Horizon Report for higher education, which include trends and challenges ... More


Boundary Conditions: The Analytics Floor and the Analytics Frontier

David Karpf

in Analytic Activism: Digital Listening and the New Political Strategy

Published in print:
2017
Published Online:
December 2016
ISBN:
9780190266127
eISBN:
9780190266165
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780190266127.003.0005
Subject:
Political Science, American Politics, Democratization

Chapter 5 examines the two boundary conditions that define the current scope of analytic activism: the analytics floor and the analytics ceiling. It thoroughly defines each of these boundary ... More


Gamification and Value Capture

C. Thi Nguyen

in Games: Agency As Art

Published in print:
2020
Published Online:
April 2020
ISBN:
9780190052089
eISBN:
9780190052119
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780190052089.003.0009
Subject:
Philosophy, Aesthetics

Games work in the medium of agency; this chapter explores the special dangers of that medium. Understanding the value of games will show us why the gamification of ordinary life is problematic. Games ... More


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