Gamification of life and the gaming society: the ludic century
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-spann...
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Cham, Switzerland
Springer
[2023]
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Schriftenreihe: | SpringerBriefs in education
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Zusammenfassung: | 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 |
Beschreibung: | vi, 123 Seiten Illustrationen |
ISBN: | 9783031459061 |
Internformat
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520 | |a 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 | ||
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Datensatz im Suchindex
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adam_text | Contents 1 The Game in Real Life, Real Life in the Game: An Introduction... 1.1 Rapid Expansion in Digital Times....................................................... 1.2 Questions and Problems....................................................................... 1.3 The Aim of This Book.......................................................................... References........................................................................................................ 2 The Peculiarity of the Game: Successful Handling of the Unexpected............................................................................................... 7 2.1 The Ludic Boundary Is a Boundary of Meaning............................... 2.2 Beyond the Usual Horizon of Expectation......................................... 2.3 Prerequisites of Playing........................................................................... 2.4 Ludic Actions as Festivals of Decision-Making................................. 2.5 The Gaming Experience: Open to Any Drama.................................. 2.6 Variations and Close Relatives: Sport and Art................................... 2.6.1 Cognition, Emotion, Morality.................................................. References........................................................................................................ 3 The Computer as Game, Toy, and Player............................................... 3.1 The Foundation of Communication...................................................... 3.1.1 No Communication Without
Imagination............................... 3.1.2 Reality of Signs, Fictionality of the Designated.................... 3.1.3 Pictures Don’t Lie.................................................................... 3.1.4 Ludic Communication Freedoms............................................ 3.1.5 Characteristics of the Message: Strategic, Factual, Entertaining............................................................................... 3.2 Development and Differentiation of Communication....................... 3.2.1 Evolution of Distribution Media............................................. 3.3 Ludic Gala Thanks to Digital Media.................................................. 3.3.1 The Great Advantage of Playing in Digital Times................ 3.4 On the Development Dynamics of Video Games.............................. 3.5 A Computer on Computer Games. Interview with ChatGPT........... 1 2 3 5 6 8 9 13 16 21 25 28 29 31 32 34 36 37 38 38 40 42 45 47 50 54 v
vi Contents Glossary of Types of Video Games............................................................... References......................................................................................................... 67 78 4 Instrumentalizations of the Game............................................................... 4.1 Gambling and Competitive Gaming..................................................... 4.1.1 Professionalization of E-Sports................................................ 4.1.2 Commercialization of Competitive Sports.............................. 4.2 Colonization: It’s the Economy............................................................ 4.2.1 Reach and Appeal Values......................................................... 4.3 Serious Games and Workification........................................................ 4.3.1 Workification.............................................................................. 4.4 Gamification: A (Too) Great Promise.................................................. References........................................................................................................ 81 83 84 85 87 89 91 96 97 100 5 The Ludic Culture of Modern Life: The Ludic Century...................... 5.1 Freedom, Equality, and Decidability................................................... 5.1.1 The Claim to Shape.................................................................. 5.1.2 Decision-Making Profiled....................................................... 5.2 The Voluntary, the Unexpected, and the Non-committal of the
Committed............................................................................... 108 5.2.1 Voluntary Temporary Participation........................................ 5.2.2 Dealing with the Unexpected................................................... 5.2.3 Non-binding Nature of the Binding........................................ 5.2.4 Bindings and Unbindings........................................................ 5.3 Pretty Best Friends: The Digital and the Ludic.................................. 5.3.1 Fake News................................................................................. 5.3.2 Transformation Skills............................................................... 5.3.3 Affective Non-commitment of Social Media......................... 5.3.4 Network Character.................................................................... 5.4 Unbroken Power of the Factual: Gaming Needs Free Time............. 5.4.1 Autonomy, Not Autarky........................................................... References........................................................................................................ 105 105 106 108 109 109 Ill 112 113 115 115 116 116 118 121 123
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adam_txt |
Contents 1 The Game in Real Life, Real Life in the Game: An Introduction. 1.1 Rapid Expansion in Digital Times. 1.2 Questions and Problems. 1.3 The Aim of This Book. References. 2 The Peculiarity of the Game: Successful Handling of the Unexpected. 7 2.1 The Ludic Boundary Is a Boundary of Meaning. 2.2 Beyond the Usual Horizon of Expectation. 2.3 Prerequisites of Playing. 2.4 Ludic Actions as Festivals of Decision-Making. 2.5 The Gaming Experience: Open to Any Drama. 2.6 Variations and Close Relatives: Sport and Art. 2.6.1 Cognition, Emotion, Morality. References. 3 The Computer as Game, Toy, and Player. 3.1 The Foundation of Communication. 3.1.1 No Communication Without
Imagination. 3.1.2 Reality of Signs, Fictionality of the Designated. 3.1.3 Pictures Don’t Lie. 3.1.4 Ludic Communication Freedoms. 3.1.5 Characteristics of the Message: Strategic, Factual, Entertaining. 3.2 Development and Differentiation of Communication. 3.2.1 Evolution of Distribution Media. 3.3 Ludic Gala Thanks to Digital Media. 3.3.1 The Great Advantage of Playing in Digital Times. 3.4 On the Development Dynamics of Video Games. 3.5 A Computer on Computer Games. Interview with ChatGPT. 1 2 3 5 6 8 9 13 16 21 25 28 29 31 32 34 36 37 38 38 40 42 45 47 50 54 v
vi Contents Glossary of Types of Video Games. References. 67 78 4 Instrumentalizations of the Game. 4.1 Gambling and Competitive Gaming. 4.1.1 Professionalization of E-Sports. 4.1.2 Commercialization of Competitive Sports. 4.2 Colonization: It’s the Economy. 4.2.1 Reach and Appeal Values. 4.3 Serious Games and Workification. 4.3.1 Workification. 4.4 Gamification: A (Too) Great Promise. References. 81 83 84 85 87 89 91 96 97 100 5 The Ludic Culture of Modern Life: The Ludic Century. 5.1 Freedom, Equality, and Decidability. 5.1.1 The Claim to Shape. 5.1.2 Decision-Making Profiled. 5.2 The Voluntary, the Unexpected, and the Non-committal of the
Committed. 108 5.2.1 Voluntary Temporary Participation. 5.2.2 Dealing with the Unexpected. 5.2.3 Non-binding Nature of the Binding. 5.2.4 Bindings and Unbindings. 5.3 Pretty Best Friends: The Digital and the Ludic. 5.3.1 Fake News. 5.3.2 Transformation Skills. 5.3.3 Affective Non-commitment of Social Media. 5.3.4 Network Character. 5.4 Unbroken Power of the Factual: Gaming Needs Free Time. 5.4.1 Autonomy, Not Autarky. References. 105 105 106 108 109 109 Ill 112 113 115 115 116 116 118 121 123 |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author | Arlt, Fabian |
author_GND | (DE-588)1212889126 (DE-588)121515249 |
author_facet | Arlt, Fabian |
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author_sort | Arlt, Fabian |
author_variant | f a fa |
building | Verbundindex |
bvnumber | BV049443839 |
classification_rvk | MS 6530 |
ctrlnum | (OCoLC)1418701210 (DE-599)BVBBV049443839 |
discipline | Soziologie |
discipline_str_mv | Soziologie |
format | Book |
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id | DE-604.BV049443839 |
illustrated | Illustrated |
index_date | 2024-07-03T23:12:25Z |
indexdate | 2024-07-10T10:07:19Z |
institution | BVB |
isbn | 9783031459061 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-034789776 |
oclc_num | 1418701210 |
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owner_facet | DE-473 DE-BY-UBG DE-29 DE-355 DE-BY-UBR |
physical | vi, 123 Seiten Illustrationen |
publishDate | 2023 |
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spelling | Arlt, Fabian Verfasser (DE-588)1212889126 aut Gamification of life and the gaming society the ludic century Fabian Arlt, Hans Jürgen Arlt Cham, Switzerland Springer [2023] © 2023 vi, 123 Seiten Illustrationen txt rdacontent n rdamedia nc rdacarrier SpringerBriefs in education 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 Educational technology Game theory Mass media Gesellschaft (DE-588)4020588-5 gnd rswk-swf Gamification (DE-588)1082245879 gnd rswk-swf Gesellschaft (DE-588)4020588-5 s Gamification (DE-588)1082245879 s DE-604 Arlt, Hans-Jürgen 1948- Sonstige (DE-588)121515249 oth Erscheint auch als Online-Ausgabe 978-3-031-45907-8 Digitalisierung UB Bamberg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=034789776&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Arlt, Fabian Gamification of life and the gaming society the ludic century Educational technology Game theory Mass media Gesellschaft (DE-588)4020588-5 gnd Gamification (DE-588)1082245879 gnd |
subject_GND | (DE-588)4020588-5 (DE-588)1082245879 |
title | Gamification of life and the gaming society the ludic century |
title_auth | Gamification of life and the gaming society the ludic century |
title_exact_search | Gamification of life and the gaming society the ludic century |
title_exact_search_txtP | Gamification of life and the gaming society the ludic century |
title_full | Gamification of life and the gaming society the ludic century Fabian Arlt, Hans Jürgen Arlt |
title_fullStr | Gamification of life and the gaming society the ludic century Fabian Arlt, Hans Jürgen Arlt |
title_full_unstemmed | Gamification of life and the gaming society the ludic century Fabian Arlt, Hans Jürgen Arlt |
title_short | Gamification of life and the gaming society |
title_sort | gamification of life and the gaming society the ludic century |
title_sub | the ludic century |
topic | Educational technology Game theory Mass media Gesellschaft (DE-588)4020588-5 gnd Gamification (DE-588)1082245879 gnd |
topic_facet | Educational technology Game theory Mass media Gesellschaft Gamification |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=034789776&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT arltfabian gamificationoflifeandthegamingsocietytheludiccentury AT arlthansjurgen gamificationoflifeandthegamingsocietytheludiccentury |