Fabian Arlt Hans-Jürgen Arlt Arlt Gamification of Life and the Gaming Society

Gamification of Life and the Gaming Society

von Fabian Arlt Hans-Jürgen Arlt

The Ludic Century

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Beschreibung

This interesting book discusses why, as an activity, topic and metaphor, play and game have become an integral part of modern life. Empirically exemplary and theoretically grounded, this book discusses the developments and expansions in gaming, from easily accessible casual games to the galaxy-spanning gaming worlds of Massively Multiplayer Online Role-Playing Games (MMORPGs). It shows how gaming has become a focal point of the entertainment industry, marked by boundless professionalization and monetization, especially in the realm of sports, and how games become global platforms for social networks, where players from all over the world meet in digital sandboxes. The combination of the virtual and the ludic creates hyperreal spaces in which people try out new forms of interaction, cooperation, and even brainstorming. The authors ask if this behavior has become the new way of life and the new normal, and if this heralds the ludic century. They take readers on a journey to understandthe dynamics of today's gaming society, and base their observations and analyses on an original theory of play, which, in contrast to social normalcy, revolves around the allure and threats of the unexpected.

This book is of interest to students and researchers of social science and communication studies, especially those working on the interface of AI and society.

This book is a translation of an original German edition. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com). A subsequent human revision was done primarily in terms of content, so that the book will read stylistically differently from a conventional translation.

This interesting book discusses why, as an activity, topic and metaphor, play and game have become an integral part of modern life. Empirically exemplary and theoretically grounded, this book discusses the developments and expansions in gaming, from easily accessible casual games to the galaxy-spanning gaming worlds of Massively Multiplayer Online Role-Playing Games (MMORPGs). It shows how gaming has become a focal point of the entertainment industry, marked by boundless professionalization and monetization, especially in the realm of sports, and how games become global platforms for social networks, where players from all over the world meet in digital sandboxes. The combination of the virtual and the ludic creates hyperreal spaces in which people try out new forms of interaction, cooperation, and even brainstorming. The authors ask if this behavior has become the new way of life and the new normal, and if this heralds the ludic century. They take readers on a journey to understand the dynamics of today's gaming society, and base their observations and analyses on an original theory of play, which, in contrast to social normalcy, revolves around the allure and threats of the unexpected.

This book is of interest to students and researchers of social science and communication studies, especially those working on the interface of AI and society.



Systematically anchors computer games in the digital culture Discusses all genres of digital gaming and play Describes playing and gaming in terms of communication and social theory

Autor*in

Fabian Arlt

Themen in »Gamification of Life and the Gaming Society«

Gamification Games Industry Serious Games Ludic Communication Narration Violence Computer Games Digital Culture Game studies Online lives

Stimmen zu »Gamification of Life and the Gaming Society«

Details

ISBN: 9783031459078
Verlag: Springer International Publishing
Erscheinung: 22.11.2023

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