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What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture.

Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can …

Hardcover, 688 pages

English language

Published Jan. 16, 2015

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ISBN:
978-0-262-02800-4
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OCLC Number:
2273065651

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Subjects
  • Play -- Social aspects
  • Social psychology
  • Creative ability -- Social aspects
  • Games -- Social aspects

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