Seller: Ammareal, Morangis, France
Softcover. Condition: Très bon. Ancien livre de bibliothèque avec équipements. Edition 2009. Ammareal reverse jusqu'à 15% du prix net de cet article à des organisations caritatives. ENGLISH DESCRIPTION Book Condition: Used, Very good. Former library book. Edition 2009. Ammareal gives back up to 15% of this item's net price to charity organizations.
Language: French
Published by P.I.E-Peter Lang S.A., Ãditions, 2017
ISBN 10: 2807604870 ISBN 13: 9782807604872
Seller: suffolkbooks, Center moriches, NY, U.S.A.
paperback. Condition: Very Good. Fast Shipping - Safe and Secure 7 days a week!
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Seller: Revaluation Books, Exeter, United Kingdom
Paperback. Condition: Brand New. 249 pages. French language. 8.43x6.22x0.63 inches. In Stock.
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Language: English
Published by ISTE Ltd and John Wiley & Sons Inc, London, 2021
ISBN 10: 178630645X ISBN 13: 9781786306456
Seller: Grand Eagle Retail, Bensenville, IL, U.S.A.
Hardcover. Condition: new. Hardcover. The applications of gamification and the contexts in which game elements can be successfully incorporated have grown significantly over the years. They now include the fields of health, education, work, the media and many others. However, the human and social sciences still neglect the analysis and critique of gamification. Research conducted in this area tends to focus on game objects and not gamifications logic as its ideological dimension. Considering that the game, as a model and a reference, laden with social value, deserves to be questioned beyond its objects, The Gamification of Society gathers together texts, observations and criticisms that question the influence that games and their mechanics have on wider society. The empirical research presented in this book (examining designers practices, early childhood, political action, the quantified self, etc.) also probes several different national contexts those of Norway, Belgium, the United States and France, among others. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Seller: Lucky's Textbooks, Dallas, TX, U.S.A.
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Seller: Ria Christie Collections, Uxbridge, United Kingdom
£ 125.02
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Language: English
Published by ISTE Ltd and John Wiley and Sons Inc, GB, 2021
ISBN 10: 178630645X ISBN 13: 9781786306456
Seller: Rarewaves.com USA, London, LONDO, United Kingdom
£ 166.29
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Add to basketHardback. Condition: New. The applications of gamification and the contexts in which game elements can be successfully incorporated have grown significantly over the years. They now include the fields of health, education, work, the media and many others. However, the human and social sciences still neglect the analysis and critique of gamification. Research conducted in this area tends to focus on game objects and not gamification?s logic as its ideological dimension. Considering that the game, as a model and a reference, laden with social value, deserves to be questioned beyond its objects, The Gamification of Society gathers together texts, observations and criticisms that question the influence that games and their ?mechanics? have on wider society. The empirical research presented in this book (examining designers? practices, early childhood, political action, the quantified self, etc.) also probes several different national contexts those of Norway, Belgium, the United States and France, among others.
Seller: Majestic Books, Hounslow, United Kingdom
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Language: English
Published by ISTE Ltd and John Wiley & Sons Inc, 2021
ISBN 10: 178630645X ISBN 13: 9781786306456
Seller: Kennys Bookshop and Art Galleries Ltd., Galway, GY, Ireland
First Edition
Condition: New. 2021. 1st Edition. Hardcover. . . . . .
Condition: New. Stephane Le Lay is a specialist in occupational health, a sociologist and a researcher at the Institut de Psychodynamique du Travail, France.Emmanuelle Savignac is an anthropologist and senior lecturer at the Universite de la Sorbonne Nouvelle and a researc.
Seller: Revaluation Books, Exeter, United Kingdom
Hardcover. Condition: Brand New. 195 pages. 9.50x6.50x0.75 inches. In Stock.
Language: English
Published by ISTE Ltd and John Wiley & Sons Inc, 2021
ISBN 10: 178630645X ISBN 13: 9781786306456
Seller: Kennys Bookstore, Olney, MD, U.S.A.
Condition: New. 2021. 1st Edition. Hardcover. . . . . . Books ship from the US and Ireland.
Language: English
Published by ISTE Ltd and John Wiley and Sons Inc, GB, 2021
ISBN 10: 178630645X ISBN 13: 9781786306456
Seller: Rarewaves.com UK, London, United Kingdom
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Add to basketHardback. Condition: New. The applications of gamification and the contexts in which game elements can be successfully incorporated have grown significantly over the years. They now include the fields of health, education, work, the media and many others. However, the human and social sciences still neglect the analysis and critique of gamification. Research conducted in this area tends to focus on game objects and not gamification?s logic as its ideological dimension. Considering that the game, as a model and a reference, laden with social value, deserves to be questioned beyond its objects, The Gamification of Society gathers together texts, observations and criticisms that question the influence that games and their ?mechanics? have on wider society. The empirical research presented in this book (examining designers? practices, early childhood, political action, the quantified self, etc.) also probes several different national contexts those of Norway, Belgium, the United States and France, among others.
Language: English
Published by ISTE Ltd and John Wiley & Sons Inc, London, 2021
ISBN 10: 178630645X ISBN 13: 9781786306456
Seller: AussieBookSeller, Truganina, VIC, Australia
Hardcover. Condition: new. Hardcover. The applications of gamification and the contexts in which game elements can be successfully incorporated have grown significantly over the years. They now include the fields of health, education, work, the media and many others. However, the human and social sciences still neglect the analysis and critique of gamification. Research conducted in this area tends to focus on game objects and not gamifications logic as its ideological dimension. Considering that the game, as a model and a reference, laden with social value, deserves to be questioned beyond its objects, The Gamification of Society gathers together texts, observations and criticisms that question the influence that games and their mechanics have on wider society. The empirical research presented in this book (examining designers practices, early childhood, political action, the quantified self, etc.) also probes several different national contexts those of Norway, Belgium, the United States and France, among others. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
Buch. Condition: Neu. Neuware - The applications of gamification and the contexts in which game elements can be successfully incorporated have grown significantly over the years. They now include the fields of health, education, work, the media and many others. However, the human and social sciences still neglect the analysis and critique of gamification.Research conducted in this area tends to focus on game objects and not gamification s logic as its ideological dimension. Considering that the game, as a model and a reference, laden with social value, deserves to be questioned beyond its objects, TheGamification of Society gathers together texts, observations and criticisms that question the influence that games and their mechanics have on wider society. The empirical research presented in this book (examining designers practices, early childhood, political action, the quantified self, etc.) also probes several different national contexts those of Norway, Belgium, the United States and France, among others.
Published by Larousse Les Livres Roses pour la Jeunesse
Seller: Librairie Histoire d'en lire, Lorient, France
in-12, agrafé de 28p, nbses illustrations, bon état.
Kartoniert / Broschiert. Condition: New.
Language: French
Published by Peter Lang, Peter Lang Aug 2017, 2017
ISBN 10: 2807604870 ISBN 13: 9782807604872
Seller: buchversandmimpf2000, Emtmannsberg, BAYE, Germany
Taschenbuch. Condition: Neu. Neuware -Importer les mécanismes du jeu au sein du travail est un procédé courant aujourd¿hui dans les organisations, ceci à des fins de recrutement, d'entrainement, de formation, de sensibilisation, d'évaluation ou entre autres exemples, de team-building. Ces jeux prennent la forme de serious games mais aussi de jeux de rôles, de jeux de simulation, de jeux de plateaux, de jeux de construction, de stratégie. Les transformations du capitalisme et des approches managériales peuvent conduire à penser que le jeu devient un média, privilégié ou tout au moins adapté, aux réquisits en entreprises que sont par exemple l¿autocontrôle, l¿évaluation de soi et de ses pairs, la régulation, l¿engagement ou encore le maintien continu de l¿attention dans un contexte d¿intensification du travail. Incluant règles et limites, souvent orienté vers un objectif de performance et de réussite, doté de qualités simultanées de légèreté et d¿apprentissage, le jeu s¿avère congruent avec l¿injonction plurielle à la rigueur, au développement de soi et au plaisir à avoir au travail, portée par certaines doxa de management. L¿entreprise aurait alors tout intérêt à investir l¿énergie du joueur et son engagement dans le jeu au profit du travail. Ce sont ces structures et mécanismes de jeu, leurs formes, leurs appropriations ainsi que leur exploitation au sein des organisations de travail que cet ouvrage se propose d¿étudier. Rassemblant des chercheurs de disciplines diverses (sociologie, anthropologie, sciences de l¿information et de la communication, psychologie¿), il approche de manière volontairement critique la gamification en milieu professionnel et en interroge tant le sens que les fonctions et l¿efficience. 202 pp. Französisch.
Taschenbuch. Condition: Neu. Druck auf Anfrage Neuware - Printed after ordering - Importer les mécanismes du jeu au sein du travail est un procédé courant aujourd'hui dans les organisations, ceci à des fins de recrutement, d'entrainement, de formation, de sensibilisation, d'évaluation ou entre autres exemples, de team-building . Ces jeux prennent la forme de serious games mais aussi de jeux de rôles, de jeux de simulation, de jeux de plateaux, de jeux de construction, de stratégie. Les transformations du capitalisme et des approches managériales peuvent conduire à penser que le jeu devient un média, privilégié ou tout au moins adapté, aux réquisits en entreprises que sont par exemple l'autocontrôle, l'évaluation de soi et de ses pairs, la régulation, l'engagement ou encore le maintien continu de l'attention dans un contexte d'intensification du travail.Incluant règles et limites, souvent orienté vers un objectif de performance et de réussite, doté de qualités simultanées de légèreté et d'apprentissage, le jeu s'avère congruent avec l'injonction plurielle à la rigueur, au développement de soi et au plaisir à avoir au travail, portée par certaines doxa de management. L'entreprise aurait alors tout intérêt à investir l'énergie du joueur et son engagement dans le jeu au profit du travail.Ce sont ces structures et mécanismes de jeu, leurs formes, leurs appropriations ainsi que leur exploitation au sein des organisations de travail que cet ouvrage se propose d'étudier. Rassemblant des chercheurs de disciplines diverses (sociologie, anthropologie, sciences de l'information et de la communication, psychologie.), il approche de manière volontairement critique la gamification en milieu professionnel et en interroge tant le sens que les fonctions et l'efficience.
Seller: Buchpark, Trebbin, Germany
Condition: Sehr gut. Zustand: Sehr gut | Seiten: 249 | Sprache: Französisch | Produktart: Bücher | Keine Beschreibung verfügbar.
Seller: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germany
Taschenbuch. Condition: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Importer les mécanismes du jeu au sein du travail est un procédé courant aujourd'hui dans les organisations, ceci à des fins de recrutement, d'entrainement, de formation, de sensibilisation, d'évaluation ou entre autres exemples, de team-building . Ces jeux prennent la forme de serious games mais aussi de jeux de rôles, de jeux de simulation, de jeux de plateaux, de jeux de construction, de stratégie. Les transformations du capitalisme et des approches managériales peuvent conduire à penser que le jeu devient un média, privilégié ou tout au moins adapté, aux réquisits en entreprises que sont par exemple l'autocontrôle, l'évaluation de soi et de ses pairs, la régulation, l'engagement ou encore le maintien continu de l'attention dans un contexte d'intensification du travail.Incluant règles et limites, souvent orienté vers un objectif de performance et de réussite, doté de qualités simultanées de légèreté et d'apprentissage, le jeu s'avère congruent avec l'injonction plurielle à la rigueur, au développement de soi et au plaisir à avoir au travail, portée par certaines doxa de management. L'entreprise aurait alors tout intérêt à investir l'énergie du joueur et son engagement dans le jeu au profit du travail.Ce sont ces structures et mécanismes de jeu, leurs formes, leurs appropriations ainsi que leur exploitation au sein des organisations de travail que cet ouvrage se propose d'étudier. Rassemblant des chercheurs de disciplines diverses (sociologie, anthropologie, sciences de l'information et de la communication, psychologie.), il approche de manière volontairement critique la gamification en milieu professionnel et en interroge tant le sens que les fonctions et l'efficience. 202 pp. Französisch.
Language: English
Published by ISTE Ltd and John Wiley and Sons Inc, 2021
ISBN 10: 178630645X ISBN 13: 9781786306456
Seller: PBShop.store UK, Fairford, GLOS, United Kingdom
£ 129.81
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Add to basketHRD. Condition: New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.