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_PDF_ Experimental Games: Critique, Play, and Design in the Age of Gamification

COPY LINK: https://pdf.bookcenterapp.com/yumpu/022662997X In our unprecedentedly networked world, games have come to occupy an important space in many of our everyday lives. Digital games alone engage an estimated 2.5 billion people worldwide as of 2020, and other forms of gaming, such as board games, role playing, escape rooms, and puzzles, command an ever-expanding audience. At the same time, &#8220gamification&#8221&#8212the application of game mechanics to traditionally nongame spheres, such as personal health and fitness, shopping, habit tracking, and more&#8212has imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda argues that games need not be synonymous with gamification. He studies experimental games that intervene in the neoliberal project from the inside out, examining a broad variety of mainstream and independent games, including StarCraft, Candy Crush Saga, Stardew Valley, Dys4ia, Braid, and Undertale. Beyond a diagnosis of gamification, Jagoda imagines ways that games can be experimental&#8212not only in the sense of problem solving, but also the more nuanced notion of problem making that embraces the complexities of our digital present. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment.

COPY LINK: https://pdf.bookcenterapp.com/yumpu/022662997X

In our unprecedentedly networked world, games have come to occupy an important space in many of our everyday lives. Digital games alone engage an estimated 2.5 billion people worldwide as of 2020, and other forms of gaming, such as board games, role playing, escape rooms, and puzzles, command an ever-expanding audience. At the same time, &#8220gamification&#8221&#8212the application of game mechanics to traditionally nongame spheres, such as personal health and fitness, shopping, habit tracking, and more&#8212has imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda argues that games need not be synonymous with gamification. He studies experimental games that intervene in the neoliberal project from the inside out, examining a broad variety of mainstream and independent games, including StarCraft, Candy Crush Saga, Stardew Valley, Dys4ia, Braid, and Undertale. Beyond a diagnosis of gamification, Jagoda imagines ways that games can be experimental&#8212not only in the sense of problem solving, but also the more nuanced notion of problem making that embraces the complexities of our digital present. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment.

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Experimental Games: Critique, Play, and

Design in the Age of Gamification

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Design in the Age of Gamification

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Experimental Games: Critique, Play, and

Design in the Age of Gamification

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COPY LINK: https://pdf.bookcenterapp.com/yumpu/022662997X In our unprecedentedly

networked world, games have come to occupy an important space in many of our everyday lives.

Digital games alone engage an estimated 2.5 billion people worldwide as of 2020, and other forms

of gaming, such as board games, role playing, escape rooms, and puzzles, command an everexpanding

audience. At the same time, &#8220gaification&#8221#8212the application of game

mechanics to traditionally nongame spheres, such as personal health and fitness, shopping, habit

tracking, and more&#8212ha imposed unprecedented levels of competition, repetition, and

quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda

argues that games need not be synonymous with gamification. He studies experimental games

that intervene in the neoliberal project from the inside out, examining a broad variety of

mainstream and independent games, including StarCraft, Candy Crush Saga, Stardew Valley,

Dys4ia, Braid, and Undertale. Beyond a diagnosis of gamification, Jagoda imagines ways that

games can be experimental&#8212no only in the sense of problem solving, but also the more

nuanced notion of problem making that embraces the complexities of our digital present. The

result is a game-changing book on the sociopolitical potential of this form of mass entertainment.

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