Games in everyday life : (Record no. 51323)
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000 -LEADER | |
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fixed length control field | 02836nam a2200421Ii 4500 |
001 - CONTROL NUMBER | |
control field | 9781838679392 |
003 - CONTROL NUMBER IDENTIFIER | |
control field | UtOrBLW |
005 - DATE AND TIME OF LATEST TRANSACTION | |
control field | 20211117122944.0 |
006 - FIXED-LENGTH DATA ELEMENTS--ADDITIONAL MATERIAL CHARACTERISTICS | |
fixed length control field | m o d |
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION | |
fixed length control field | cr un||||||||| |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
fixed length control field | 191219t20192020enk ob 001 0 eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
International Standard Book Number | 9781838679392 |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
International Standard Book Number | 9781838679378 |
Qualifying information | electronic bk. |
040 ## - CATALOGING SOURCE | |
Original cataloging agency | UtOrBLW |
Language of cataloging | eng |
Description conventions | rda |
Transcribing agency | UtOrBLW |
050 #4 - LIBRARY OF CONGRESS CALL NUMBER | |
Classification number | GV1469.34.S52 |
Item number | H85 2019 |
072 #7 - SUBJECT CATEGORY CODE | |
Subject category code | GAM013000 |
Source | bisacsh |
072 #7 - SUBJECT CATEGORY CODE | |
Subject category code | WDM |
Source | bicssc |
080 ## - UNIVERSAL DECIMAL CLASSIFICATION NUMBER | |
Universal Decimal Classification number | 794 |
100 1# - MAIN ENTRY--PERSONAL NAME | |
Personal name | Hulsey, Nathan, |
Relator term | author. |
245 10 - TITLE STATEMENT | |
Title | Games in everyday life : |
Remainder of title | for play / |
Statement of responsibility, etc. | by Nathan Hulsey (Nazarbayev University, Kazakhstan). |
264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE | |
Place of production, publication, distribution, manufacture | Bingley, U.K. : |
Name of producer, publisher, distributor, manufacturer | Emerald Publishing Limited, |
Date of production, publication, distribution, manufacture, or copyright notice | 2019. |
264 #4 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE | |
Date of production, publication, distribution, manufacture, or copyright notice | ©2020 |
300 ## - PHYSICAL DESCRIPTION | |
Extent | 1 online resource (218 pages) |
336 ## - CONTENT TYPE | |
Content type term | text |
Content type code | txt |
Source | rdacontent |
337 ## - MEDIA TYPE | |
Media type term | computer |
Media type code | c |
Source | rdamedia |
338 ## - CARRIER TYPE | |
Carrier type term | online resource |
Carrier type code | cr |
Source | rdacarrier |
504 ## - BIBLIOGRAPHY, ETC. NOTE | |
Bibliography, etc | Includes bibliographical references and index. |
505 00 - FORMATTED CONTENTS NOTE | |
Formatted contents note | Introduction -- Chapter 1. Game studies and gamification -- Chapter 2. Defining gamification -- Chapter 3. Gamespace, simulation, and gamification -- Chapter 4. Histories of gaming and computation -- Chapter 5. Gamification, power, and networks -- Chapter 6. Gamified health and bodies -- Chapter 7. The labors of play -- Conclusion -- References -- Index. |
520 ## - SUMMARY, ETC. | |
Summary, etc. | 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? |
588 0# - SOURCE OF DESCRIPTION NOTE | |
Source of description note | Print version record. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | |
General subdivision | Social aspects. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | |
General subdivision | Equipment and supplies. |
650 #7 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | |
Source of heading or term | bisacsh |
650 #7 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | |
Source of heading or term | bicssc |
776 ## - ADDITIONAL PHYSICAL FORM ENTRY | |
International Standard Book Number | 9781838679385 |
856 40 - ELECTRONIC LOCATION AND ACCESS | |
Uniform Resource Identifier | <a href="https://doi.org/10.1108/9781838679378">https://doi.org/10.1108/9781838679378</a> |
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