Index

Nathan Hulsey (Nazarbayev University, Kazakhstan)

Games in Everyday Life: For Play

ISBN: 978-1-83867-938-5, eISBN: 978-1-83867-937-8

Publication date: 25 November 2019

This content is currently only available as a PDF

Citation

Hulsey, N. (2019), "Index", Games in Everyday Life: For Play, Emerald Publishing Limited, Leeds, pp. 215-218. https://doi.org/10.1108/978-1-83867-937-820191010

Publisher

:

Emerald Publishing Limited

Copyright © 2020 Nathan Hulsey


INDEX

Advergaming
, 54–55

Aerobics
, 144, 145

Algorithmic cultures
, 24, 92, 99, 101–103, 162

Algorithmic protocol
, 4

Alienation
, 163, 170, 189

Ambiguous play
, 46–49

Apple
, 137, 143

Apple Health
, 149

Archaeology
, 12

Architecture
, 126

execution
, 165

network
, 126–128

seductive
, 81–86, 173

Artificial intelligence (AI)
, 92, 95

Automation
, 95, 96

algorithms
, 101

robotic laser pointer
, 130

Betty Crocker
, 51

Big data
, 2, 138

Big picture
, 5

Biopolitics
, 123–126, 137

Biopower
, 123, 126, 147

Bluetooth
, 143

Bounded rationality
, 91

Bunchball
, 152

Candy Crush
, 165, 166

Candy Crush Saga
, 165

Capitalism
, 30, 174

informational
, 183

platform
, 173–175

surveillance
, 2, 21, 68

Cashsquare
, 170

Civilization
, 41, 110, 113

Clue
, 139, 140, 153

Coded spaces
, 118

Cold War
, 107

Colonizing attempt
, 17

Commodity
, 95

Comprehensive review
, 39

Computation
, 92, 96, 168

gamification
, 93

hyperadaptive virtual worlds
, 118

logistic ends of production
, 95

Concretization
, 131

Conspicuous play
, 144

Consumption
, 96

Convergence
, 3, 140, 149

CrowdFlower
, 175

Crowdsourcing
, 162

“Cultivation of ludus”
, 17

Cultures of gaming
, 63

Cybernetics
, 92, 95, 106, 109, 169

Dataveillance
, 99–101

Decision-making
, 91, 107

rational
, 108

theory
, 59

Desire
, 86–89

Digital games
, 2

Digital labor
, 161

Digital spaces
, 68

Digital surveillance
, 174

Doppler radar
, 151

Ecology
, 128–131

Environmental alteration
, 119

Epigenesis
, 131

Essentialism
, 97

EVE Online
, 183, 184

Execution architecture
, 165

Facebook
, 2, 110, 122, 163, 165

Farmville
, 184

Figure Eight
, 175

Fitbit
, 137, 143, 149, 153

Fitness protocol
, 144–147

Fitocracy
, 143, 144, 149, 156

Foursquare
, 170–172

Freedom
, 92, 93, 103

Freedom for ignorance
, 173

“Future Force Warrior” program
, 142

Game cultures
, 3, 63, 64, 154

Game industries
, 2

Game of Life
, 92, 109, 110–113, 165, 187

Gameplay
, 26–30, 117, 118, 120, 155

Gamer culture
, 1

Games
, 22–25

ambiguous play
, 46–49

magic circle
, 39–41

mechanization
, 41–44

metaphysics
, 44–46

seduction
, 41–44

types of play
, 39–41

Games and Decisions
, 106

Games for Cats
, 120–122, 124, 126, 127, 129, 134

Games of truth
, 30

Gamespace
, 30–33, 86–89

desire
, 86–89

gamification
, 70–74

GUIs
, 70–74

seductive architectures
, 81–86

simulation collide
, 86–89

Game theory
, 4, 103–106, 108

developments
, 66

growth
, 110

visual expressions
, 59

Gamic interaction
, 112

Gamification
, 2, 6–7, 93, 114–115

biopolitics
, 123–126, 138

cellular automata
, 112

computation
, 59–60

culture
, 60–65

definition
, 35–66

ecology
, 128–131

epistemological contingencies
, 13

gamespace
, 70–74

gamified applications
, 8

gaming cats and dogs
, 119–122

genealogy
, 11–12

genetics
, 21–22

history
, 49–52

multiagent systems
, 112

network architecture
, 126–128

proto-gamification
, 12

researching gamification
, 9–11

rule-based environments
, 113

technogenesis
, 131–134

virality
, 117

visibilities
, 13

Gamified applications
, 2, 5, 8, 10, 65

Apple Health
, 149

Fitocracy
, 149

Fitbit
, 149

gameplay
, 15

implementation
, 11

Games for Cats
, 126

Ingress
, 69

Pokémon Go
, 69

Strava
, 69

Whistle
, 126

Gamified design
, 60, 64, 65, 118

Gamified ecology
, 128–131

Gamified health and bodies

fitness protocol
, 144–147

health protocol
, 138–140

healthy players
, 155–158

healthy subjects
, 155–158

quantified subject
, 149–152

understanding
, 147–149

wearable technology
, 138–140

Generativity
, 168

Gold farming
, 181, 182

Google Maps
, 99

Governmentality
, 124

Graphical user interface (GUI)
, 68

Grinding
, 178–185

Head-mounted displays (HMDs)
, 140

Heads-up displays (HUDs)
, 68

Health tracking
, 140

Healthy players
, 155–158

Healthy subjects
, 155–158

Huizinga’s primary thesis
, 39

Human Cognition Project
, 24

Human intelligence tasks (HITs)
, 175

Hyperadaptive virtual worlds
, 118

Hyperreality
, 97

Individuation
, 132, 155

Information theory
, 95

Ingress
, 190

Instagram
, 2, 110, 168

Instrumentality
, 21

Interfaces
, 4

Internalize difference
, 98

International health protocol
, 146

Internet culture
, 161

Knowledge
, 2

Labors
, 161–185

Language games
, 30

Life-as-play
, 35

Living simulation
, 110–113

Location-based gamification
, 58

Location-based mobile games (LBMGs)
, 55–59

Loyalty 3.0
, 19

Ludefication
, 23

Ludic interface
, 69

Luminosity
, 29

Lumosity
, 24, 181

Lyft
, 175, 177

Magic circle
, 30

Mass-sport
, 41

Material culture
, 60

Mathematical marketing
, 78–81

Mathematical theory of communication
, 94

McVeillance
, 142

Mechanical objectivity
, 151

Media ecology
, 119

Medium of communication
, 93

Meritocracy
, 178–185

Metadata
, 121

Metaphysics
, 44–46

Mobile interfaces
, 57

Modern gamification
, 52–54

Motion Genome Project (MGP)
, 152

MTurk
, 174, 179

Multiplayer Online Battle Arenas (MOBAS)
, 27

Netflix
, 175

Network architecture
, 126–128

New labor market
, 173–175

Niantic
, 190

Nike
, 143

Nimbi
, 110, 112

Nonplayer character (NPC)
, 51

Nonrational game theory
, 108

Nudges
, 164, 165

Oculus Rift
, 142

Optimization
, 94, 100, 108

Peak
, 152

Performativity
, 100, 101

Pervasive games
, 56

Pervasive influence
, 93

Petcube
, 122, 126, 133

Platform capitalism
, 173–175

Platforms
, 174

Playbor
, 161, 162, 164–168

asymmetries
, 175–178

quixotic
, 168–170

Player/game dichotomy
, 25–26

Pokémon Go
, 112, 114

Pong
, 69

Posthuman scholarship
, 10

Postmodern condition
, 100

Power
, 22–25, 124, 125

gameplay
, 26–30

rules
, 26–30

Power Glove
, 143

Power-ups
, 1

Programmability
, 101

Programming
, 104, 106, 108

Program V
, 105

Proto-gamification
, 12

Quantified living
, 137, 149, 151

Quantified self
, 137

Quantified subject
, 149–152

Quixotic playbor
, 168–170

Radar games
, 74–77

RAND (Research And Development)
, 104

Rationality
, 91

collapse
, 106–109

crisis
, 91

universal
, 91

Reality
, 97

Real-money trading (RMT)
, 181, 182

Reproductive trackers
, 139

Researching gamification
, 9–11

Rethinking gamification
, 19

Rules
, 26–30

Samsung
, 137

Seduction
, 3–4

Seductive architectures
, 81–86

Seductive control
, 2

Seductive design
, 7–9

Self-actualization
, 140

Self-contextualization
, 114

Self-surveillance
, 139

SimCity
, 110, 113

The Sims
, 110, 113

Simulacra
, 98, 101

Simulation-based spatial software
, 78–81

Simulation collide
, 86–89

Simulation theory
, 92, 93–99

Simulative dataveillance
, 99–101

Skeuomorphism
, 130

“Skill-related” fitness
, 146

Smartwatches
, 137, 143

Social media
, 161, 162, 167

Social media games
, 54

Social possibility
, 42

Sousveillance
, 142

Spatial monitoring
, 74–77

Spatial play
, 74–77

Stack
, 3–4

Strava
, 112

Surveillance capitalism
, 2, 93, 173

Swarm
, 170, 171

Switch
, 142

TaskRabbit
, 177, 179

Teaching Games for Understanding (TGfU)
, 147, 148

Technical individuation
, 133

Technical society
, 41

Technics and Civilization
, 130

Technogenesis
, 131–134

Techsourcing
, 150

Theoretical process
, 3

Thingification
, 20

TomTom Multisport
, 143

Trello
, 178

Truth
, 125

Twitch
, 164, 165

Twitter
, 2, 168

Uber
, 175, 177

United States Armed Forces (USAF)
, 104

Universal programming of language
, 95

Universal rationality
, 91

Vexing problem
, 94

Virality
, 117

Voluntaristic theory of social action
, 91

Wearable technology
, 138–140

playful history
, 140–144

Whistle
, 121, 126, 133

Work-as-play
, 35

World of Warcraft
, 181

Xerox’s Palo Alto Research Center (Xerox PARC)
, 52

YouTube
, 110, 120, 165