Games in Everyday Life

For Play

Nathan Hulsey
Emerald
Emerald

This book can be opened with

Glassboxx eBooks and audiobooks can be opened on phones, tablets, iOS and Android devices

Hardback
9781838679385
25 November 2019
$111.99
eBook (PDF)
9781838679378
25 November 2019
$111.99
eBook (ePub)
9781838679392
25 November 2019
$111.99

Note on our eBooks and Audiobooks: you can read our eBooks (ePUB or PDF) and listen to audiobooks on the free Emerald Books app on iOS, Android, and desktop. Or read and listen on Emerald's online reader (ePUB eBooks and audiobooks only). To purchase a digital book you will need to create an account if you don’t already have one. After purchasing you will receive instructions on how to get started.

  • Description
  • Contents
  • About
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?

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

    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.