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Transforming Society and Organizations through Gamification

✍ Scribed by Agnessa Spanellis; J. Tuomas Harviainen


Publisher
palgrave
Year
2021
Tongue
English
Leaves
386
Category
Library

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✩ Table of Contents


Contents
List of Figures
List of Tables
Part I: Introduction
An Introduction to Societal Transformation Through Gamification
References
Seven Points to Reappropriate Gamification
1 Luddites and Ludification
2 Make Gamification Punk Again
3 Seven Points to Reappropriate Gamification
3.1 One: Beyond Definitions
3.2 Two: Latu Senso
3.3 Three: When Does Gamification Work?
3.4 Four: Enabling or Controlling
3.5 Five: Wider and Deeper
3.6 Six: Gamification and Ludophobia
3.7 Seven: Gamification Is Not a “Thing”
4 Conclusions
References
Part II: Economic Lens
The Competitive Disadvantaged: How Competitions Can Contribute to Poverty Elimination in Paraguay
1 Introduction
2 Fundación Paraguaya and Behavioral Change
3 Gamified Competitions to Address Deprivations
3.1 My Bathroom, My Kitchen, My Pride
3.2 I Look Good, I Feel Good
3.3 My Healthy Smile
3.4 I Take Care of My Environment
3.5 Reflections
4 The Octalysis Framework
4.1 FP’s Gamified Competitions Through the Lens of the Octalysis Framework
5 Reflections on the Use of the Octalysis Framework in Poverty Elimination Programs
References
Do You Have a Moment to Increase World Awesome? Game-Based Engagement with Social Change
1 Introduction
2 Background
2.1 Games and Altruism: Two Sides of the Same Coin?
2.2 Gamification of Altruistic, Prosocial Activity
3 Case Examples
3.1 Nerdfighteria
3.2 Bilo (Biloela) Family
4 Gamified Prosocial Activity: Initiating a Discussion
5 Conclusions
References
Serious Gaming and Development Aid: A Case Study from Egypt
1 Introduction
2 The History of Development Aid
3 Innovation approaches
3.1 Serious Gaming
4 The Case study: Labor Market Access Project (LMAP)
4.1 Main Findings from the Interviews
5 Policy Implications
6 Conclusion
References
The EN-Survival Game: An Environmental Game for Residential Accommodation
1 Introduction
2 Literature Review
3 System Architecture for the EN-Survival Game
4 Results for the EN-Survival Game
4.1 Usability
4.2 Learning from the Game
5 Conclusions and Future Work
References
Open Strategizing and Gamified Organizing: A Bulletin Board View
1 Introduction
2 Collective Commitment, Organizational Ethos and Intentionality
3 Data and Methods
4 Analysis: Forms of Collective Commitment
5 Strategizing Under Different Forms of Collective Commitment
6 Discussion: Open Strategizing and the Bulletin Board View of Organizations
7 The Bulletin Board View and the World of Post-bureaucratic Organizing
8 Conclusions
References
Part III: Environmental Lens
Gamified Emissions Through the Wisdom of Crowds
1 Introduction
2 Epistemic Realities of Climate Change
2.1 CO2 Landscape
2.2 Human Interaction and Biodiversity Impact
3 Understanding Gamification (Role and Purpose)
3.1 Mechanics, Dynamics and Emotions/Esthetics of Gamification
4 Toward a Gamified Carbon Reduction
5 Final Thoughts
References
Gamification and Virtual Reality for Communicating Ecoliteracy and Climate Science: Carbon Transport in the Essequibo River at Iwokrama Guyana
1 Introduction
2 Carbon Transport Science
2.1 The Global Carbon Cycle
2.2 The Importance of Rainforests and Tropical Rivers
2.3 How Do We Measure Carbon?
2.4 Closing the Gap: How Do We Quantify River Carbon Leaving the Rainforest?
3 Iwokrama
3.1 The Iwokrama Rainforest
3.2 Iwokrama International Centre for Rainforest Conservation and Management
3.3 Iwokrama and the Search for Invisible River Carbon
4 Game Structure
4.1 Modalities
4.2 The Octalysis Framework
4.3 The Player Journey: Narrative Overview
4.4 Implementation of Virtual Iwokrama Expedition
4.5 Post-expedition en-ROADS Role-Playing Game
4.6 A Call to Action
5 Discussion
5.1 Virtual Reality, Multiple Perspectives, Empathy and Role Play
5.2 Context, Narrative and Purpose
5.3 Temporal Considerations
5.4 Relationships and Social Connectivity
6 Evaluation and Future Work
7 Technology and Platforms
7.1 Unity 3D
7.2 Blender
7.3 ConnectUs and the Microsoft Azure Cloud Platform
References
Gamification Service Framework and Transformative Services: Applications for Environmental, Social and Organizational Changes
1 Introduction
2 Gamification Service Framework and Transformative Services
2.1 Contextualization
2.2 GSF Summary
3 Gamification Service Framework Application Cases
3.1 Recicla-CT
3.1.1 GSF Application
3.1.2 Transformative Services’ Perspective
3.2 CaronaUniversitĂĄria (CarUni)
3.2.1 GSF Application
3.2.2 Transformative Services’ Perspective
3.3 Sistema de Notificação de Incidentes (SNI)
3.3.1 GSF Application
3.3.2 Transformative Services’ Perspective
4 Conclusion
References
Part IV: Social Lens
Gamified Active Learning and Its Potential for Social Change
1 Gamified Active Learning and Its Potential for Social Change
2 Active Learning and the Learning Environment
3 The Social Impacts of Active Learning
4 Gamification and Active Learning
5 A Brief Case Study on Gamified Active Learning
6 Gamified Active Learning and Its Potential for Social Change
7 Conclusion
References
How Socially Sustainable Is Social Media Gamification? A Look into Snapchat, Facebook, Twitter and Instagram
1 Introduction
2 Defining Social Sustainability
3 Gamification of Social Media
3.1 Likes and Scores
3.2 Streaks
3.3 Best Friends
3.4 Fundraising
4 Discussion
4.1 Does Gamification De-emphasize Communication?
4.2 Gamification Elements Are Continuously Monitored and Adapted
5 Conclusion
References
Social Playfulness—Memorable Family Co-play Experiences with PokĂ©mon GO
1 Introduction
1.1 Pokémon GO: Blending Physical and Digital
2 Background
2.1 Why Family Relationships Matter
2.2 Gaming and Family Life
2.3 Playing and Playfulness
3 Methods
4 Results
4.1 Game-Centered Experiences
4.2 Embedded Gaming Experiences
4.3 Out of the Ordinary Experiences
4.4 Experiences of Togetherness
5 Discussion
6 Conclusions
References
Echoes of the Past: A Gamified Initiative for Audience Development of Cultural Heritage
1 Introduction
2 Development
3 Case Study: Father and Son
4 Results
5 Conclusions
References
Serious Games for Peace Process Support in Yemen: Managing a Multicultural Team in a Fragile Context
1 Yemen: A Suffering Country
2 Peace Process Support for Yemen: The Structure of the Project and Its Stakeholders
3 Building the Team
4 Results: Intended and Unintended Outcomes
5 Serious Game Design in Yemen: How the Applications Were Developed in the Fragile Context
6 Conclusion: Arabia Felix as a Success Story Within International Cooperation
References
Gamification Design for Behavior Change of Indigenous Communities in Choco, Colombia, During COVID-19 Pandemic
1 Introduction
2 Choco Region
3 Developing an Interdisciplinary Indigenous Methodology
4 Exploring Beliefs and Their Perception of COVID-19 in Indigenous Communities
5 Designing for Bridging Indigenous Beliefs and Official Medical Guidelines
6 Discussion
References
Disaster Prevention and Awareness
1 Gamification and Disaster Prevention and Awareness
2 Disasters and Disaster Education in Japan
3 Gamification for Increasing Awareness and Improving Disaster Prevention: The Case of “Crossroad”
4 Expansion of Games in Disaster Education
5 The Bottom-Up Culture of the Japanese Gamification Field
6 Future Gamification in the Disaster Prevention and Awareness Field
References
Disaster Risk Reduction Towards Community Resilience: Empirical Model of Decision-Making Process Through Stop Disaster Game
1 Introduction: Yogyakarta’s Vulnerability and Its Efforts Towards Community Resilience
2 Strengthening Community Resilience
3 Gamification for Disaster Risk Reduction
4 Method
5 Results
5.1 Profile of Respondents
5.2 Conceptual Model
5.3 Evaluation of PLS-SEM Results
5.3.1 Assessing Measurement Models (Outer Model)
5.3.2 Assessing Structural Models (Inner Model)
5.4 Empirical Model
6 Discussion
7 Conclusion
References
Index


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