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Games in Everyday Life

Nathan Hulsey
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      FORMAT: Hardback

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      In this book, Nathan Hulsey explores the links between game design, surveillance, computation, and the emerging technologies that impact our everyday lives at home, at work, and with our family and friends. The book delves into the role of gamification in motivating us to use software and applications, alter our behaviors, and to collect, display, and contextualize personal data. The author utilizes historical examples of pre-gamified technologies and techniques to explore gamification’s growing effect on environments, bodies, and spaces. Reimagining gamification as a surveillance-oriented ideology that eschews traditional disciplinary techniques of control, he argues that gamification uses seduction, in the forms of game mechanics, to encourage people to submit their data in a strategy that utilizes play to promote social, economic and behavioral change. He asks: What are the consequences of leveraging play as a mode of control? What are the outcomes using of addictive design to influence our perception of work and play? As we become more reliant on the digital, will we all become players in an infinite game? If so, who wins?
      Format: Hardback CONTRIBUTORS: Nathan Hulsey EAN: 9781838679385 COUNTRY: United Kingdom PAGES: WEIGHT: 438 g HEIGHT: 229 cm
      PUBLISHED BY: Emerald Publishing Limited DATE PUBLISHED: 2019-11-25 CITY: GENRE: SOCIAL SCIENCE / Anthropology / General, SOCIAL SCIENCE / Sociology / General, SOCIAL SCIENCE / Media Studies WIDTH: 152 cm SPINE:

      Book Themes:

      Media studies: internet, digital media and society

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      Nathan Hulsey is an Assistant Professor of Communication at Nazarbayev University. He is interested in games, game design, critical theory and media history. He holds a PhD in Digital Media from North Carolina State University.
      In this book, Nathan Hulsey explores the links between game design, surveillance, computation, and the emerging technologies that impact our everyday lives at home, at work, and with our family and friends. The book delves into the role of gamification in motivating us to use software and applications, alter our behaviors, and to collect, display, and contextualize personal data. The author utilizes historical examples of pre-gamified technologies and techniques to explore gamification’s growing effect on environments, bodies, and spaces. Reimagining gamification as a surveillance-oriented ideology that eschews traditional disciplinary techniques of control, he argues that gamification uses seduction, in the forms of game mechanics, to encourage people to submit their data in a strategy that utilizes play to promote social, economic and behavioral change. He asks: What are the consequences of leveraging play as a mode of control? What are the outcomes using of addictive design to influence our perception of work and play? As we become more reliant on the digital, will we all become players in an infinite game? If so, who wins?
      Format: Hardback CONTRIBUTORS: Nathan Hulsey EAN: 9781838679385 COUNTRY: United Kingdom PAGES: WEIGHT: 438 g HEIGHT: 229 cm
      PUBLISHED BY: Emerald Publishing Limited DATE PUBLISHED: 2019-11-25 CITY: GENRE: SOCIAL SCIENCE / Anthropology / General, SOCIAL SCIENCE / Sociology / General, SOCIAL SCIENCE / Media Studies WIDTH: 152 cm SPINE:

      Book Themes:

      Media studies: internet, digital media and society

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      Nathan Hulsey is an Assistant Professor of Communication at Nazarbayev University. He is interested in games, game design, critical theory and media history. He holds a PhD in Digital Media from North Carolina State University.

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