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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 gamifications 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.
Since the mid-1970s, the colloquial term zone has often been associated with the troubled post-war housing estates on the outskirts of large French cities. However, it once referred to a more circumscribed space: the zone non aedificandi (non-building zone) which encircled Paris from the 1840s to the 1940s. This unusual territory, although marginal in a social and geographical sense, came to occupy a central place in Parisian culture. Previous studies have focused on its urban and social history, or on particular ways in which it was represented during particular periods. By bringing together and analysing a wider range of sources from the duration of the zone’s existence, this study offers a rich and nuanced account of how the area was perceived and used by successive generations of Parisian novelists (including Zola and Flaubert), poets, songwriters, artists, photographers, film-makers, politicians and town-planners. More generally, it aims to raise awareness of a neglected aspect of Parisian cultural history while pointing to links between current and past perceptions of the city’s periphery.
The modern work ethic is in crisis. The numerous harms and injustices harboured by current labour markets and work organisations, combined with the threat of mass unemployment entailed in rampant automation, have inspired a strong “post-work” movement in the theoretical humanities and social sciences, echoed by many intellectuals, journalists, artists and progressives. Against this widespread temptation to declare work obsolete, The Case for Work shows that our paltry situation is critical precisely because work matters. It is a mistake to advocate a society beyond work on the basis of its current organisation. In the first part of the book, the arguments feeding into the “case against...
Despite the traditional opposition between play and work, games and their structure are increasingly used in workplaces. This phenomenon of using game elements or mechanisms in other contexts than games is named “gamification”. In workplaces, the gamification is supposed to abolish the separation between work and leisure or between constraint and pleasure. This book reviews a century of game theories in the social sciences and analyzes the uses of games in workplaces. We critically question the explicit functions (learning, experimentation…) which are supposed to be conveyed by games. Finally, we show that game, understood as a structure, could have efficient social functions in the workplace.
This important volume examines European perspectives on the historical relations that women have maintained with information and communication technologies (ICTs), since the telegraph. Features: describes how gendered networks have formed around ICT since the late 19th Century; reviews the gendered issues revealed by the conflict between the actress Ms Sylviac and the French telephone administration in 1904, or by ‘feminine’ blogs; examines how gender representations, age categories, and uses of ICT interact and are mutually formed in children’s magazines; illuminates the participation of women in the early days of computing, through a case study on the Rothamsted Statistics Department; presents a comparative study of women in computing in France, Finland and the UK, revealing similar gender divisions within the ICT professions of these countries; discusses diversity interventions and the part that history could (and should) play to ensure women do not take second place in specific occupational sectors.
Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research ...
This book explores the development of navigation in the eighteenth and nineteenth centuries. It examines the role of men of science, seamen and practitioners across Europe, and the realities of navigational practice, showing that old and new methods were complementary not exclusive, their use dependent on many competing factors.
Media coverage of scientific issues is a highly complex process. It involves making a specialized field accessible to the general public, without necessarily disseminating the associated scientific terms or knowledge. The terminological interactions between press discourses and scientific knowledge are presented within the field of agroecology. The analysis of textual data focuses on articles in the general press in French and English, devoted to plant protection practices using natural mechanisms (biological control). This book provides a terminological and cognitive overview of the issues involved in popularizing science in a rapidly expanding field, and of the challenges to be met in the constantly evolving environmental communication sector.
In a fully digitized world and hyper-connected society, artificial intelligence (AI) is developing more and more each day. In the aftermath of the Covid-19 pandemic, it seems appropriate to examine the real or imagined progress of AI in terms of human health. Like artificial intelligence, health is a field that involves a wide range of research disciplines. In order to better define and understand these social and technical developments, Al, Healthcare and Law brings together the thoughts and analyses of doctors, lawyers, economists and computer scientists. Through a wide range of original overviews of the issues involved, the book addresses questions such as the development of telemedicine, the use of medical data, the increased human perspective or medical ethics, and takes a multi-disciplinary and accessible approach to questioning the relationship between humans and computers, between the intimate and the machine.