"From schools, through workplaces, healthcare, travel, and marketing, to everyday leisure activities and even sex, life is becoming more and more gamified.
Yet the definition of gamification is still volatile. All the authors in this book try to grasp the meaning, the sense and the consequences of this accelerating trend.
Gamification is widely perceived as a magic bullet – a universal solution to a variety of contemporary problems, not only efficient and cheap, but also infusing our world with lots of “fun”.
In place of this laudatory attitude, this volume presents a critical approach. The emphasis usually put on the fun-factor does not explain anything; in fact it conceals the social, political and cultural consequences of gamifying all spheres of our lives.
It is our aim to explore this dark side of gamification."
Type of Material:
Open Textbook
Recommended Uses:
This resource is a useful tool for any educator, professional or student. It is good for in-class work, homework, lectures, and individual learning.
Technical Requirements:
Internet access, ability to use a PC and open a PDF
Identify Major Learning Goals:
This informational resource focuses on educating users on the critical use of technology, to include reading on electronic devices. Users will learn why one should use or not use reading electronic devices. Themes:
• Understand how humans think
• How to draw a user’s attention through the gamification approach
• How to program human’s behavior • How to create successful games
Target Student Population:
The target population consists of: College Lower Division, College Upper Division, Graduate School, College General Ed, and Professional
Prerequisite Knowledge or Skills:
The ability to use the internet effectively, knowledge of PC
Content Quality
Rating:
Strengths:
The resource is informational and the content is academically sound.
Concerns:
The font of the PDF is a bit difficulty to read at times.
• Introduction not compelling
• Few practical examples compared to the quantity of theory
Potential Effectiveness as a Teaching Tool
Rating:
Strengths:
• The book presents an interesting area of science that can useful as a general culture by normal people and as tools to generate revenue (for game designers for example)
Concerns:
• The introduction is long and the importance of the information to communicate was not clear at the beginning, a beginner can stop reading before getting to the interesting parts
• The resources are not well organized, making it difficult to draw a clear learning path.
Ease of Use for Both Students and Faculty
Rating:
Strengths:
The book is easy to read for a college student.
Concerns:
• Almost no figures and lots of words
• Difficult to keep the user’s concentration for a long time
• Very long paragraphs with few separator between the book main parts, it should be more divided
Other Issues and Comments:
This is a good resource for students in a gamification course.
Creative Commons:
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