Showing posts with label books. Show all posts
Showing posts with label books. Show all posts

Monday, June 30, 2014

New Book: Rethinking Gamification

A message sent by Sebastian Deterding to the Gamification Research Network:

The Gamification Lab and the Hybrid Publishing Lab of Leuphana University just released a nice Creative Commons-licensed edited collection of contributions that are “Rethinking Gamification“. The PDF is freely available online, the print version will follow soon.

About

Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new tool for governing populations more effectively. It promises to fix what is wrong with reality by making every single one of us fitter, happier, and healthier. Indeed, it seems like all of society is up for being transformed into one massive game.The contributions in this book offer a candid assessment of the gamification hype. They trace back the historical roots of the phenomenon and explore novel design practices and methods. They critically discuss its social implications and even present artistic tactics for resistance. It is time to rethink gamification!


Contents

Introduction

Resetting Behaviour
  • Niklas Schrape: Gamification and Governmentality
  • Paolo Ruffino: From Engagement to Life, or: How to Do Things with Gamification?
  • Maxwell Foxman: How to Win Foursquare: Body and Space in a Gamified World
  • Joost Raessens: The Ludification of Culture

Replaying History
  • Mathias Fuchs: Predigital Precursors of Gamification
  • Felix Raczkowski: Making Points the Point: Towards a History of Ideas of Gamification

Reframing Context
  • Fabrizio Poltronieri: Communicology, Apparatus, and Post-History: Vilém Flusser’s Concepts Applied to Videogames and Gamification
  • Thibault Philippette: Gamification: Rethinking ‘Playing the Game’ with Jacques Henriot
  • Gabriele Ferri: To Play Against: Describing Competition in Gamification

Reclaiming Opposition
  • Daphne Dragona: Counter-Gamification: Emerging Tactics and Practices Against the Rule of Numbers
  • Matthew Tiessen: Gamed Agencies: Affectively Modulating our Screen and App-Driven Digital Futures

Remodelling Design
  • Sonia Fizek: Why Fun Matters: In Search of Emergent Playful Experiences
  • Scott Nicholson: Exploring the Endgame of GamificationSebastian Deterding: Eudaimonic Design, or: Six Invitations to Rethink Gamification
 


 

Friday, April 04, 2014

A Brief History of Gamification: Part IV - The Evolution

This is the fourth post on The Brief History of Gamification, following Part I - The Origin, Part II - The Name and Part III - The Definitions. I invite others to contribute (with comments to the post) if something is missing and to correct what may be wrong or incomplete.

Since the first uses of the word gamification in late 2010, the concept quickly spread. That is due, in great part, to some popular video presentations, even if some of them do not use the word gamification. These video presentations, some at the TED Conferences, highlighted the importance of game thinking, with perspectives from game designers like Tom Chatfield, Jane McGonigal and Jessie Schell (all in 2010) or perspectives from digital marketing professionals, like Gabe Zichermann (in 2011).

In 2011, the word gamification was part of the Oxford University Press short list for the word of the year. In the same year, Jane McGonigal published Reality is Broken: Why Games Make Us Better and How They Can Change the World, a book about how features from video games could be used in different contexts making a contribution to a better citizenship and to a better world. Although McGonigal, a game designer, never mentioned the word gamification, the concept was present and inspired several other gamification’s developers and researchers. Many software applications, digital services, campaigns, products and communication strategies released in 2011 and after were inspired by this gamification movement.

Gartner added gamification to its “hype cycle for emergent technologies” in 2011, pointing for a period of 5 to 10 years for mainstream adoption. Gartner uses hype cycles to track technology adoption: after the “peak of inflated expectations” period, technologies will fall into the “trough of disillusionment”. Then, they will start evolving to the “slope of enlightenment” and some of them will reach the “plateau of productivity”. By 2013, gamification was at the “peak of inflated expectations”. 


Gamification became a buzzword in the business world and a popular term in digital media.

Also with an increasing number of scholars and professionals becoming interested in the concept, along with the general public, the online learning platform Coursera launched in August 2012, a MOOC on gamification, lectured by Kevin Werbach, an Associate Professor from the University of Pennsylvania. The course had more than 80.000 registered students with further editions in 2013 (with 66.000 students) and January 2014 (with 70.000 registrations). After the first edition of the course, Werbach co-authored the book For the Win: How Game Thinking Can Revolutionize Your Business.

Since 2011, a large number of web log posts were released covering gamification related themes. These first references to gamification were very informal and debated the advantages or drawbacks of the concept and look for examples within web applications. Books on gamification were also published (e.g. Gamification by Design, Gamification at Work: Designing Engaging Business SoftwareLoyalty 3.0: How to Revolutionize Customer and Employee Engagement with Big Data and Gamification). Most of them approach the concept with a business or enterprise view and others cover specific areas of application, like education and training (The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education; The Gamification of Learning and Instruction Fieldbook: Ideas into Pratice).

Gamified applications, gamification platforms and a large number of academic papers on gamification also became part of the gamification movement, but that is for future posts.

The concept behind gamification long precedes the emergence of the term although its spread was only possible when the digital games industry has matured and after a generation of gamers was fully active in their working lives. The proliferation of digital media, social networks and other popular Web 2.0 applications have also created the environment that helped the dissemination of a movement that, despite all the criticism, became known as gamification.

This nice infographic (first published here) shows some of the important milestones on the short but rich history of gamification:


http://technologyadvice.com/gamification/blog/history-of-gamification-infographic/

See also:

A Brief History of Gamification: Part I - The Origin

A Brief History of Gamification: Part II - The Name

A Brief History of Gamification: Part III - The Definitions 

Tuesday, November 05, 2013

A New Karl Kapp's Gamification Book

Another gamification book, authored by Karl Kapp will be available by mid November: The Gamification of Learning and Instruction Fieldbook: Ideas into Practice. It follows the other Kapp's book on gamification, published in 2012: The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (see this post).



Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning.

Is is allready possible to preorder the book at Amazon (paperback). Kindle edition is available.