Results 31 to 40 of about 1,782 (131)
Cet article élabore une nouvelle structure pour permettre d’étudier les jeux (games) comme des lieux de rationalisation sociale, en appliquant la théorie critique de la technologie de Feenberg.
Sara M. Grimes, Andrew Feenberg
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Play in the Information Age [PDF]
This article is an inquiry on the role of play in shaping the cultures of the Information Age. By applying concepts from Postphenomenology and the Philosophy of Information, this paper argues that play and computation share a capacity to shape human ...
Sicart, Miguel Angel
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Playful Identities: The Ludification of Digital Media Cultures [PDF]
In this edited volume, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which ...
de Mul, Jos +4 more
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In the general frame of a “ludification of culture” (Raessens 1) we are witnessing the rise of hybrid entertainment products such as Facebook Applications, media phenomena difficult to define as “games” or “play”, that carry a large share in the ...
Valentina Rao
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Playing in Operations Management
The current model of competency-based learning requires new tools that allow students to develop these competencies and become active subjects of their learning (rather than passive receivers of a contents).
Laura Guitart-Tarrés +6 more
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Games as (not) culture: a critical policy analysis of the economic agenda of Horizon 2020 [PDF]
This article presents a critical examination of European policy in relation to gamification. We begin by describing how gamification “traveled” as an idea, evolving from controversial yet persuasive buzzword to legitimate policy priority.
Appadurai A. +19 more
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This paper aims for studying the ludification phenomenon through one of its realizations: the introduction of play in the writing of fan fictions on the Internet. According to the perspective of the "play studies" (Triclot, 2011) and of the "play design"
Fanny Barnabé
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Gamification in project management: experiences from business and training [PDF]
Cada vez se aplican más conceptos de gamificación o ludificación en los más diversos ámbitos desde la salud, la enseñanza, el mundo empresarial, etc. En la misma forma, se pueden aplicar estrategias de gamificación para la Gestión de Proyectos.
Montero Fernández-Vivancos, Guillermo
core
En tant que mode spécifique d’organisation du sens, la ludification s’inscrit dans des processus communicationnels. Or, dans ce contexte d’échange entre un émetteur et un récepteur intervient un troisième terme, le tiers symbolisant, qui inscrit la communication dans une relation triadique. Concept développé par Louis Quéré (1982), le tiers symbolisant
Bonenfant, Maude, LIÈGE GAME LAB
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Penser les phénomènes de ludicisation à partir de Jacques Henriot
Many neologisms are formed nowadays to think the contagion of play by different spheres of activity (gamification, ludification). Likewise, contemporary theorists (such as Malaby) insist on the necessity to consider play as a changing process ...
Sébastien Genvo
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