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DIGITIZATION OF THE GAME: GAMES, GAMIFICATION, AND SERIOUS GAMES

Felix Raczkowski



 

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.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

German

Paperback


9783865993908

2019

371

OTHER NAMES

  • Digitalisierung des Spiels: Games, Gamification und Serious Games

 

TAGS


Authors: #FelixRaczkowski Publisher: #KulturverlagKadmos (Kulturverlag Kadmos Berlin)

Languages: #German

Format: #Paperback

Accessibility: N/A

Year: #Year2019

Genres: #GameStudies


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