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
- Prelims
- Introduction
- Chapter 1 Game Studies and Gamification
- Chapter 2 Defining Gamification
- Chapter 3 Gamespace, Simulation, and Gamification
- Chapter 4 Histories of Gaming and Computation
- Chapter 5 Gamification, Power, and Networks
- Chapter 6 Gamified Health and Bodies
- Chapter 7 The Labors of Play
- Conclusion
- References
- Index