In the course of its digitization, games as a medium have become ubiquitous. Digital games are no longer confined to home computers or consoles in living rooms; they are also found in businesses and classrooms. The design elements and rules of digital games influence the way we interact with toothbrushes and trash cans, they are integrated into experiments, and form the basis for educational reforms.
The key factor lies in the potential attributed to each game: they are meant to motivate, provide meaning, increase productivity, impart knowledge, and enable criticism. These aspirations are concentrated in two terms that shape the discourse on the utility and usefulness of digital games: Gamification and Serious Games. It involves the purposeful transfer of game elements to non-game contexts and the attempt to use digital games for learning and training purposes.
This book examines how games change as they undergo digitization and instrumentalization, what knowledge resources they draw upon, how they function as media, and in what ways they establish themselves as central cultural practices in scientific, entrepreneurial, advisory, and educational contexts.
Digitalisierung des Spiels: Games, Gamification und Serious Games