Experimental games. Critique, play, and design in the age of gamification. (Book, 2021) [WorldCat.org]
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Experimental games. Critique, play, and design in the age of gamification.
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Experimental games. Critique, play, and design in the age of gamification.

Author: Patrick Jagoda
Publisher: Chicago : University of Chicago Press 2021.
Edition/Format:   Print book : EnglishView all editions and formats
Summary:
In our unprecedentedly networked world, games have come to occupy an important space in many of our everyday lives. Digital games alone engage an estimated 2.5 billion people worldwide as of 2020, and other forms of gaming, such as board games, role playing, escape rooms, and puzzles, command an ever-expanding audience. At the same time, "gamification"-the application of game mechanics to traditionally nongame  Read more...

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Details

Document Type: Book
All Authors / Contributors: Patrick Jagoda
ISBN: 9780226629834 022662983X 9780226629971 022662997X
OCLC Number: 1249751641
Description: 320 p.
Contents: List of Figures Prologue: Game ExperimentsPart I Framework Introduction: Society of the Game 1 Gamification 2 ExperimentationPart II Concepts 3 Choice 4 Control 5 Difficulty 6 FailurePart III Design 7 Improvisation Coda: Joy Acknowledgments Notes Ludography Index
Responsibility: Patrick Jagoda.

Abstract:

In our unprecedentedly networked world, games have come to occupy an important space in many of our everyday lives. Digital games alone engage an estimated 2.5 billion people worldwide as of 2020, and other forms of gaming, such as board games, role playing, escape rooms, and puzzles, command an ever-expanding audience. At the same time, "gamification"-the application of game mechanics to traditionally nongame spheres, such as personal health and fitness, shopping, habit tracking, and more-has imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda argues that games need not be synonymous with gamification. He studies experimental games that intervene in the neoliberal project from the inside out, examining a broad variety of mainstream and independent games, including StarCraft, Candy Crush Saga, Stardew Valley, Dys4ia, Braid, and Undertale. Beyond a diagnosis of gamification, Jagoda imagines ways that games can be experimental-not only in the sense of problem solving, but also the more nuanced notion of problem making that embraces the complexities of our digital present. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment.

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"Jagoda's lengthy history of game theory, neoliberalism, and the evolution of the video game form results in a kind of conundrum: if video games arise out of an alienating neoliberal logic, how can Read more...

 
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