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The Business of Gamification
  • Language: en
  • Pages: 252

The Business of Gamification

At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today. The aim of The Business of Gamification is to critically analyze the practical and theoretical consequences of gamification. Practically, how has gamific...

Conference Proceedings of The Philosophy of Computer Games 2008
  • Language: en
  • Pages: 344

Conference Proceedings of The Philosophy of Computer Games 2008

This first volume of the DIGAREC Series holds the proceedings of the conference The Philosophy of Computer Gamesʺ, held at the University of Potsdam from May 8-10, 2008. The contributions of the conference address three fields of computer game research that are philosophically relevant and, likewise, to which philosophical reflection is crucial. These are: ethics and politics, the action-space of games, and the magic circle. All three topics are interlinked and constitute the paradigmatic object of computer games: Whereas the first describes computer games on the outside, looking at the cultural effects of games as well as on moral practices acted out with them, the second describes computer games on the inside, i.e. how they are constituted as a medium. The latter finally discusses the way in which a border between these two realms, games and non-games, persists or is already transgressed in respect to a general performativity.

Future Gaming
  • Language: en
  • Pages: 162

Future Gaming

  • Type: Book
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  • Published: 2018-05-04
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  • Publisher: MIT Press

A sophisticated critical take on contemporary game culture that reconsiders the boundaries between gamers and games. This book is not about the future of video games. It is not an attempt to predict the moods of the market, the changing profile of gamers, the benevolence or malevolence of the medium. This book is about those predictions. It is about the ways in which the past, present, and future notions of games are narrated and negotiated by a small group of producers, journalists, and gamers, and about how invested these narrators are in telling the story of tomorrow. This new title from Goldsmiths Press by Paolo Ruffino suggests the story could be told another way. Considering game cultu...

ECGBL 2022 16th European Conference on Game-Based Learning
  • Language: en
  • Pages: 842
Supersuming Subsumption: Theory and Politics
  • Language: en
  • Pages: 280

Supersuming Subsumption: Theory and Politics

  • Type: Book
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  • Published: 2024-05-30
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  • Publisher: BRILL

The main purpose of Supersuming Subsumption is to extrapolate from the Marxian understanding of subsumption — and the author's own socially historically situated reading of it — a dynamic and holistic theory of capitalist social power relations. The work brings this theory to bear on the anti-capitalist analysis of everyday practices. Despite a recent and renewed interest in the subject, subsumption remains a fairly under-explored category, used either as a ‘floating signifier’ to describe a vague and wide-ranging tendency of capital to colonise social life, or, alternatively, as a highly technical concept in the specialist literature on Marx's later writings. The present work aims to maintain the specificity of the concept while opening up its domain of application to the realms of everyday life and practical politics.

Design, User Experience, and Usability: Designing Pleasurable Experiences
  • Language: en
  • Pages: 772

Design, User Experience, and Usability: Designing Pleasurable Experiences

  • Type: Book
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  • Published: 2017-06-28
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  • Publisher: Springer

The three-volume set LNCS 10288, 10289, and 10290 constitutes the proceedings of the 6th International Conference on Design, User Experience, and Usability, DUXU 2017, held as part of the 19th International Conference on Human-Computer Interaction, HCII 2017, in Vancouver, BC, Canada, in July 2017, jointly with 14 other thematically similar conferences. The total of 1228 papers presented at the HCII 2017 conferences were carefully reviewed and selected from 4340 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Com...

Agency and Media Reception
  • Language: en
  • Pages: 255

Agency and Media Reception

What happens to our sense of agency, our general ability to perform actions in our life worlds, in the course of media reception and appropriation? Whilst considering media communication as a special form of social action, this work reconsiders the key concepts of social action theory, pragmatism, communication theory as well as film, game and television theory. It thus integrates agency as the key to understanding ‘doing media’ and at the same time conceptualizes agency as a specific mode of involvement across media boundaries. This approach amalgamates miscellaneous ideas and conceptions such as interactivity, participation, cognitive control, play or empowerment and applies the theoretical considerations on the basis of textual analyses of the films Inception and The Proposal, the TV shows Lost and I’m a Celebrity and the video games Grand Theft Auto IV and The Walking Dead.

Affective Transformations
  • Language: en
  • Pages: 246

Affective Transformations

Has the Affective Turn itself turned sour? Two seemingly contradictory developments serve as starting points for this volume. First, technologies from affective computing to social robotics focus on the recognition and modulation of human affectivity. Affect gets measured, calculated, controlled. Second, we witness a deeply concerning rise in hate speech, cybermobbing, and incitement to violence via social media. Affect gets mobilized, fomented, unleashed. Politics has become affective to such an extent that we need to rethink our regimes of affect organization. Media and Affect Studies now have to prove that they can cope with the return of the affective real.

The Role-Playing Society
  • Language: en
  • Pages: 321

The Role-Playing Society

  • Type: Book
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  • Published: 2016-03-01
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  • Publisher: McFarland

Since the release of Dungeons & Dragons in 1974, role-playing games (RPGs) have spawned a vibrant industry and subculture whose characteristics and player experiences have been well explored. Yet little attention has been devoted to the ways RPGs have shaped society at large over the last four decades. Role-playing games influenced video game design, have been widely represented in film, television and other media, and have made their mark on education, social media, corporate training and the military. This collection of new essays illustrates the broad appeal and impact of RPGs. Topics range from a critical reexamination of the Satanic Panic of the 1980s, to the growing significance of RPGs in education, to the potential for "serious" RPGs to provoke awareness and social change. The contributors discuss the myriad subtle (and not-so-subtle) ways in which the values, concepts and mechanics of RPGs have infiltrated popular culture.

A Concise Companion to Visual Culture
  • Language: en
  • Pages: 512

A Concise Companion to Visual Culture

  • Categories: Art

Provides an up-to-date overview of the present state Visual Cultural Studies, featuring new original content, topics, and methods The Wiley Blackwell Concise Companion to Visual Culture brings together original research by both established scholars and new voices in the dynamic field, exploring the history, current state, and possible future directions of visual cultural studies. Organized as a series of non-traditional keyword essays, this innovative volume engages readers with a diversity of ideas and perspectives to broaden and enrich their understanding of visual culture and its operations. This accessible, reader-friendly volume begins with a brief introduction to the history and practi...