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The gamification of work : the uses of games in the workplace / Emmanuelle Savignac.

By: Material type: TextTextSeries: Focus SeriesPublisher: London, [England] : ISTE, 2016Copyright date: ©2016Description: 1 online resource (203 pages) : illustrations, tablesContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781119384540 (e-book)
Subject(s): Genre/Form: Additional physical formats: Print version:: Gamification of work.DDC classification:
  • 519.3 23
LOC classification:
  • QA269 .S285 2016
Online resources:
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Holdings
Item type Current library Call number Status Date due Barcode Item holds
Ebrary Online Books Ebrary Online Books Colombo Available CBEBK20002615
Ebrary Online Books Ebrary Online Books Jaffna Available JFEBK20002615
Ebrary Online Books Ebrary Online Books Kandy Available KDEBK20002615
Total holds: 0

Enhanced descriptions from Syndetics:

Despite the traditional opposition between play and work, games and their structure are increasingly used in workplaces. This phenomenon of using game elements or mechanisms in other contexts than games is named "gamification". In workplaces, the gamification is supposed to abolish the separation between work and leisure or between constraint and pleasure. This book reviews a century of game theories in the social sciences and analyzes the uses of games in workplaces. We critically question the explicit functions (learning, experimentation...) which are supposed to be conveyed by games. Finally, we show that game, understood as a structure, could have efficient social functions in the workplace.

Includes bibliographical references and index.

Description based on print version record.

Electronic reproduction. Ann Arbor, MI : ProQuest, 2016. Available via World Wide Web. Access may be limited to ProQuest affiliated libraries.

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