Online gaming and playful organization:
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
New York
Routledge
2014
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Schriftenreihe: | Digital games and learning
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Schlagworte: | |
Beschreibung: | Description based on print version record |
Beschreibung: | 1 online resource |
ISBN: | 9780203781920 0203781929 9781135040239 1135040230 1306414520 9781306414524 |
Internformat
MARC
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100 | 1 | |a Warmelink, Harald. |e Verfasser |4 aut | |
245 | 1 | 0 | |a Online gaming and playful organization |c Harald Warmelink |
264 | 1 | |a New York |b Routledge |c 2014 | |
300 | |a 1 online resource | ||
336 | |b txt |2 rdacontent | ||
337 | |b c |2 rdamedia | ||
338 | |b cr |2 rdacarrier | ||
490 | 0 | |a Digital games and learning | |
500 | |a Description based on print version record | ||
505 | 8 | |a Setting the stage: the emergence of playful organizations -- Unfolding the concept and its potential: the playful organization ideal-type -- Previous studies re-examined: have playful organizations already emerged? -- An online gamer speaks out: playful organizations in Eve Online -- Let's ask our panel: Dutch online gamers on their communities -- Building an un-/comfortable bridge: Dutch online gamers on their work organizations -- Food for thought: the emergence of playful organizations uncovered and critiqued | |
505 | 8 | |a "Online Gaming and Playful Organization explores the cultural impact of gaming on organizations. While gaming is typically a form of entertainment, this book argues that gaming communities can function as a useful analogue for work organizations because both are comprised of diverse members who must communicate and collaborate to solve complex problems. By examining the impact of gaming beyond its own context, this book argues that one can apply numerous lessons from the virtual world of online games to the "real" world of businesses, schools, and other professional communities. Most notably, it articulates the concept of playful organizations, defined as organizations in which the ability to play has become so institutionalized that it is spontaneous, creative, and enjoyable. Based on original research, Online Gaming and Playful Organization establishes an interdisciplinary framework for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of online games and virtual worlds, and of the possible structural and cultural transformation of public and private organizations. "-- | |
650 | 7 | |a EDUCATION / General |2 bisacsh | |
650 | 7 | |a Computer games / Social aspects |2 fast | |
650 | 7 | |a Social structure |2 fast | |
650 | 7 | |a Video games / Social aspects |2 fast | |
650 | 7 | |a GAMES / Board |2 bisacsh | |
650 | 4 | |a Gesellschaft | |
650 | 4 | |a Computer games |x Social aspects |a Video games |x Social aspects |a Social structure | |
776 | 0 | 8 | |i Erscheint auch als |n Druck-Ausgabe |a Warmelink, Harald |t Online gaming and playful organization |z 9780415838580 |
912 | |a ZDB-4-NLEBK | ||
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Datensatz im Suchindex
_version_ | 1804177603616047104 |
---|---|
any_adam_object | |
author | Warmelink, Harald |
author_facet | Warmelink, Harald |
author_role | aut |
author_sort | Warmelink, Harald |
author_variant | h w hw |
building | Verbundindex |
bvnumber | BV044358120 |
collection | ZDB-4-NLEBK |
contents | Setting the stage: the emergence of playful organizations -- Unfolding the concept and its potential: the playful organization ideal-type -- Previous studies re-examined: have playful organizations already emerged? -- An online gamer speaks out: playful organizations in Eve Online -- Let's ask our panel: Dutch online gamers on their communities -- Building an un-/comfortable bridge: Dutch online gamers on their work organizations -- Food for thought: the emergence of playful organizations uncovered and critiqued "Online Gaming and Playful Organization explores the cultural impact of gaming on organizations. While gaming is typically a form of entertainment, this book argues that gaming communities can function as a useful analogue for work organizations because both are comprised of diverse members who must communicate and collaborate to solve complex problems. By examining the impact of gaming beyond its own context, this book argues that one can apply numerous lessons from the virtual world of online games to the "real" world of businesses, schools, and other professional communities. Most notably, it articulates the concept of playful organizations, defined as organizations in which the ability to play has become so institutionalized that it is spontaneous, creative, and enjoyable. Based on original research, Online Gaming and Playful Organization establishes an interdisciplinary framework for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of online games and virtual worlds, and of the possible structural and cultural transformation of public and private organizations. "-- |
ctrlnum | (ZDB-4-NLEBK)ocn870465349 (OCoLC)870465349 (DE-599)BVBBV044358120 |
dewey-full | 794.8 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8 |
dewey-search | 794.8 |
dewey-sort | 3794.8 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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id | DE-604.BV044358120 |
illustrated | Not Illustrated |
indexdate | 2024-07-10T07:50:42Z |
institution | BVB |
isbn | 9780203781920 0203781929 9781135040239 1135040230 1306414520 9781306414524 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-029760751 |
oclc_num | 870465349 |
open_access_boolean | |
physical | 1 online resource |
psigel | ZDB-4-NLEBK |
publishDate | 2014 |
publishDateSearch | 2014 |
publishDateSort | 2014 |
publisher | Routledge |
record_format | marc |
series2 | Digital games and learning |
spelling | Warmelink, Harald. Verfasser aut Online gaming and playful organization Harald Warmelink New York Routledge 2014 1 online resource txt rdacontent c rdamedia cr rdacarrier Digital games and learning Description based on print version record Setting the stage: the emergence of playful organizations -- Unfolding the concept and its potential: the playful organization ideal-type -- Previous studies re-examined: have playful organizations already emerged? -- An online gamer speaks out: playful organizations in Eve Online -- Let's ask our panel: Dutch online gamers on their communities -- Building an un-/comfortable bridge: Dutch online gamers on their work organizations -- Food for thought: the emergence of playful organizations uncovered and critiqued "Online Gaming and Playful Organization explores the cultural impact of gaming on organizations. While gaming is typically a form of entertainment, this book argues that gaming communities can function as a useful analogue for work organizations because both are comprised of diverse members who must communicate and collaborate to solve complex problems. By examining the impact of gaming beyond its own context, this book argues that one can apply numerous lessons from the virtual world of online games to the "real" world of businesses, schools, and other professional communities. Most notably, it articulates the concept of playful organizations, defined as organizations in which the ability to play has become so institutionalized that it is spontaneous, creative, and enjoyable. Based on original research, Online Gaming and Playful Organization establishes an interdisciplinary framework for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of online games and virtual worlds, and of the possible structural and cultural transformation of public and private organizations. "-- EDUCATION / General bisacsh Computer games / Social aspects fast Social structure fast Video games / Social aspects fast GAMES / Board bisacsh Gesellschaft Computer games Social aspects Video games Social aspects Social structure Erscheint auch als Druck-Ausgabe Warmelink, Harald Online gaming and playful organization 9780415838580 |
spellingShingle | Warmelink, Harald Online gaming and playful organization Setting the stage: the emergence of playful organizations -- Unfolding the concept and its potential: the playful organization ideal-type -- Previous studies re-examined: have playful organizations already emerged? -- An online gamer speaks out: playful organizations in Eve Online -- Let's ask our panel: Dutch online gamers on their communities -- Building an un-/comfortable bridge: Dutch online gamers on their work organizations -- Food for thought: the emergence of playful organizations uncovered and critiqued "Online Gaming and Playful Organization explores the cultural impact of gaming on organizations. While gaming is typically a form of entertainment, this book argues that gaming communities can function as a useful analogue for work organizations because both are comprised of diverse members who must communicate and collaborate to solve complex problems. By examining the impact of gaming beyond its own context, this book argues that one can apply numerous lessons from the virtual world of online games to the "real" world of businesses, schools, and other professional communities. Most notably, it articulates the concept of playful organizations, defined as organizations in which the ability to play has become so institutionalized that it is spontaneous, creative, and enjoyable. Based on original research, Online Gaming and Playful Organization establishes an interdisciplinary framework for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of online games and virtual worlds, and of the possible structural and cultural transformation of public and private organizations. "-- EDUCATION / General bisacsh Computer games / Social aspects fast Social structure fast Video games / Social aspects fast GAMES / Board bisacsh Gesellschaft Computer games Social aspects Video games Social aspects Social structure |
title | Online gaming and playful organization |
title_auth | Online gaming and playful organization |
title_exact_search | Online gaming and playful organization |
title_full | Online gaming and playful organization Harald Warmelink |
title_fullStr | Online gaming and playful organization Harald Warmelink |
title_full_unstemmed | Online gaming and playful organization Harald Warmelink |
title_short | Online gaming and playful organization |
title_sort | online gaming and playful organization |
topic | EDUCATION / General bisacsh Computer games / Social aspects fast Social structure fast Video games / Social aspects fast GAMES / Board bisacsh Gesellschaft Computer games Social aspects Video games Social aspects Social structure |
topic_facet | EDUCATION / General Computer games / Social aspects Social structure Video games / Social aspects GAMES / Board Gesellschaft Computer games Social aspects Video games Social aspects Social structure |
work_keys_str_mv | AT warmelinkharald onlinegamingandplayfulorganization |