Tis book is about gamifcation, and much more. Te publication intends to explore the concept of gamifcation, its history and applications, its implications for theory and practice. It also aims at doing more than simply mapping a trend, or providing guidelines for the design of gamifcation apps. In this book the concept of gamifcation will be rethought, through several distinct approaches and a multitude of questions.
But frst, what is gamifcation? Gamifcation can be approached in at least two ways. First, as a general process in which games and playful experiences are understood as essential components of society and culture. From this perspective we could look at how practices and rituals, belonging to diﬀerent historical and cultural contexts, might take the form of or resemble a game. Roger Caillois, while drawing on anthropology, biology and the study of myths, has shown how the playful might in fact belong to living beings of any kind, and not be limited to the human sphere. It might also be less of a process of rationalisation, and more of an instinctive reaction to the surrounding environment, a form of adaptation that connects life and death into one single thing.
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