図書館へ購入を依頼する

このページのリンク

Gamification of Life and the Gaming Society : The Ludic Century / by Fabian Arlt, Hans-Jürgen Arlt
(SpringerBriefs in Education. ISSN:2211193X)

資料タイプ 電子ブック
1st ed. 2023.
出版者 (Cham : Springer International Publishing : Imprint: Springer)
出版年 2023
大きさ VI, 123 p. 15 illus : online resource

所蔵情報を非表示

URL
教育図:電子ブック
OB0037076 国立教育政策研究所職員限定で利用できます

書誌詳細を非表示

一般注記 The game in real life, real life in the game. An Introduction -- The peculiarity of the game: Successful handling of the unexpected -- The computer as game, toy and player -- Instrumentalizations of the game -- Ludic culture of modern life: The Ludic
This interesting book discusses why, as an activity, topic and metaphor, play and game have become an integral part of modern life. Empirically exemplary and theoretically grounded, this book discusses the developments and expansions in gaming, from easily accessible casual games to the galaxy-spanning gaming worlds of Massively Multiplayer Online Role-Playing Games (MMORPGs). It shows how gaming has become a focal point of the entertainment industry, marked by boundless professionalization and monetization, especially in the realm of sports, and how games become global platforms for social networks, where players from all over the world meet in digital sandboxes. The combination of the virtual and the ludic creates hyperreal spaces in which people try out new forms of interaction, cooperation, and even brainstorming. The authors ask if this behavior has become the new way of life and the new normal, and if this heralds the ludic century. They take readers on a journey to understand the dynamics of today's gaming society, and base their observations and analyses on an original theory of play, which, in contrast to social normalcy, revolves around the allure and threats of the unexpected. This book is of interest to students and researchers of social science and communication studies, especially those working on the interface of AI and society. This book is a translation of an original German edition. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com). A subsequent human revision was done primarily in terms of content, so that the book will read stylistically differently from a conventional translation
HTTP:URL=https://doi.org/10.1007/978-3-031-45907-8
著者標目 *Arlt, Fabian author
Arlt, Hans-Jürgen author
SpringerLink (Online service)
件 名 LCSH:Mass media
LCSH:Science -- Social aspects  全ての件名で検索
LCSH:Educational technology
LCSH:Game theory
FREE:Media Sociology
FREE:Science and Technology Studies
FREE:Digital Education and Educational Technology
FREE:Game Theory
分 類 LCC:HM1206-1211
DC23:302.23
書誌ID EB16355322
ISBN 9783031459078

 類似資料