Reality Is Broken

Reality Is Broken PDF Author: Jane McGonigal
Publisher: Penguin
ISBN: 1101475498
Category : Psychology
Languages : en
Pages : 334

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Book Description
“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.

You've Been Played

You've Been Played PDF Author: Adrian Hon
Publisher: Basic Books
ISBN: 1541600193
Category : Business & Economics
Languages : en
Pages : 297

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Book Description
How games are being harnessed as instruments of exploitation—and what we can do about it Warehouse workers pack boxes while a virtual dragon races across their screen. If they beat their colleagues, they get an award. If not, they can be fired. Uber presents exhausted drivers with challenges to keep them driving. China scores its citizens so they behave well, and games with in-app purchases use achievements to empty your wallet. Points, badges, and leaderboards are creeping into every aspect of modern life. In You’ve Been Played, game designer Adrian Hon delivers a blistering takedown of how corporations, schools, and governments use games and gamification as tools for profit and coercion. These are games that we often have no choice but to play, where losing has heavy penalties. You’ve Been Played is a scathing indictment of a tech-driven world that wants to convince us that misery is fun, and a call to arms for anyone who hopes to preserve their dignity and autonomy.

People Forever

People Forever PDF Author: Venkatesh Veerachamy
Publisher: Notion Press
ISBN:
Category : Business & Economics
Languages : en
Pages : 419

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Book Description
Are you finding it challenging to navigate the complex landscape of people management? As a team leader, you know all too well the many questions and challenges of managing people. How do you sift through a sea of talent to hire the best? How do you engage your employees to learn and stay ahead of the game? And what role does health and wellness play in all of this? These are just a few questions that can keep you up at night. Venkatesh Veerachamy, also known as Venky, has tackled these issues and more, and he's collected some timeless nuggets of wisdom along the way. In his book, ‘People Forever’, Venky shares his insights in a witty, easy-to-understand manner, covering everything from recruitment to career pathways, appraisals to exit interviews. Whether you're an organizational leader, HR professional, or employee looking for a career boost, this book offers practical step-by-step guidance on achieving your goals.

Ludics

Ludics PDF Author: Vassiliki Rapti
Publisher: Springer Nature
ISBN: 9811574359
Category : Social Science
Languages : en
Pages : 479

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Book Description
This book establishes play as a mode of humanistic inquiry with a profound effect on art, culture and society. Play is treated as a dynamic and relational modality where relationships of all kinds are forged and inquisitive interdisciplinary engagement is embraced. Play cultivates reflection, connection, and creativity, offering new epistemological directions for the humanities. With examples from a range of disciplines including poetry, history, science, religion and media, this book treats play as an object of inquiry, but also as a mode of inquiry. The chapters, each focusing on a specific cultural phenomenon, do not simply put culture on display, they put culture in play, providing a playful lens through which to see the world. The reader is encouraged to read the chapters in this book out of order, allowing constructive collision between ideas, moments in history, and theoretical perspectives. The act of reading this book, like the project of the humanities itself, should be emergent, generative, and playful.

i-Minds - 2nd edition

i-Minds - 2nd edition PDF Author: Mari K. Swingle
Publisher: New Society Publishers
ISBN: 1550926942
Category : Computers
Languages : en
Pages : 546

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Book Description
An entertaining, scientifically rigorous exploration of the social and biological effects of our wireless world The way we use i-technology is affecting our health and happiness. While programs, devices, information, and constant connectivity can offer us ease, liberation, and efficiency, they can also rewire our brains to feel restless, disconnected, unable to sleep, anxious, and depressed, with new illnesses like FOMO (fear of missing out), and electro sensitivities appearing. Engaging and entertaining yet scientifically rigorous, this fully revised and updated second edition of i-Minds comprehensively explores an era of screen-based technology's assimilation into our lives, pondering it as both godsend and plague. Addressing theory, popular media, and industry hype, i-Minds demonstrates: How constant connectivity is changing our brains The dangers of unchecked connectivity Positive steps to embrace new technologies while protecting our well-being and steering our future in a more human direction. i-Minds is a must-read for anyone interested in fostering health and happiness, or who is struggling with the role of screened technology in our lives.

Educational Trauma

Educational Trauma PDF Author: Lee-Anne Gray
Publisher: Springer Nature
ISBN: 3030280837
Category : Education
Languages : en
Pages : 295

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Book Description
This book deconstructs and analyzes the impact of education-based trauma. Drawing on wisdom from the fields of education, psychology, neuroscience, history, political science, social justice, and philosophy, Gray connects the dots across different forms of education trauma that can occur throughout a student’s life: from bullying and anxiety to social inequity and the school-to-prison pipeline. With respect to learning, memory, social group dynamics, democracy, and mental health, this book serves as a call-to-arms, demanding civil rights for all students and for education to fulfill its ultimate duty as a force for the common good.

The Gameful World

The Gameful World PDF Author: Steffen P. Walz
Publisher: MIT Press
ISBN: 0262325721
Category : Computers
Languages : en
Pages : 687

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Book Description
What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic incentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.

To Save Everything, Click Here

To Save Everything, Click Here PDF Author: Evgeny Morozov
Publisher:
ISBN: 1610391381
Category : Computers
Languages : en
Pages : 434

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Book Description
The award-winning author of The Net Delusion shows how the radical transparency we've become accustomed to online may threaten the spirit of real-life democracy

From Divine Timemaker to Divine Watchmaker

From Divine Timemaker to Divine Watchmaker PDF Author: R.T. Mullins
Publisher: Taylor & Francis
ISBN: 1040172172
Category : Religion
Languages : en
Pages : 367

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Book Description
This book offers the most extensive exploration of divine temporality to date. It focuses on five main questions. First, what is time? Second, how is God responsible for the existence of time? Third, what does it mean to say that God is temporal? Fourth, what kind of structure might God give to a time series? Fifth, what are the implications for theological doctrines such as the Trinity, creation, providence, and life after death? The author offers a deep, critical engagement with the Christian tradition but also goes beyond to build analytic bridges to Jewish, Islamic, Hindu, and Jainist philosophical theology. The book provides an up-to-date discussion of issues within analytic metaphysics, philosophy of time, and philosophy of religion and draws on the resources of contemporary systematic, historical, and biblical theology.

Our Grandchildren Redesigned

Our Grandchildren Redesigned PDF Author: Michael Bess
Publisher: Beacon Press
ISBN: 0807066621
Category : Medical
Languages : en
Pages : 322

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Book Description
A panoramic overview of biotechnologies that can endlessly boost human capabilities and the drastic changes these “superhuman” traits could trigger Biotechnology is moving fast. In the coming decades, advanced pharmaceuticals, bioelectronics, and genetic interventions will be used not only to heal the sick but to boost human physical and mental performance to unprecedented levels. People will have access to pills that make them stronger and faster, informatic devices will interface seamlessly with the human brain, and epigenetic modification may allow people to reshape their own physical and mental identities at will. Until recently, such major technological watersheds—like the development of metal tools or the industrialization of manufacturing—came about incrementally over centuries or longer. People and social systems had time to adapt: they gradually developed new values, norms, and habits to accommodate the transformed material conditions. But contemporary society is dangerously unprepared for the dramatic changes it is about to experience down this road on which it is already advancing at an accelerating pace. The results will no doubt be mixed. People will live longer, healthier lives, will fine-tune their own thought processes, and will generate staggeringly complex and subtle forms of knowledge and insight. But these technologies also threaten to widen the rift between rich and poor, to generate new forms of social and economic division, and to force people to engage in constant cycles of upgrades and boosts merely to keep up. Individuals who boost their traits beyond a certain threshold may acquire such extreme capabilities that they will no longer be recognized as unambiguously human. In this important and timely book, prize-winning historian Michael Bess provides a clear, nontechnical overview of cutting-edge biotechnology and paints a vivid portrait of a near-future society in which bioenhancement has become a part of everyday life. He surveys the ethical questions raised by the enhancement enterprise and explores the space for human agency in dealing with the challenges that these technologies will present. Headed your way over the coming decades: new biotechnologies that can powerfully alter your body and mind. The possibilities are tantalizing: • Rejuvenation therapies offering much longer lives (160 and even beyond) in full vigor and mental acuity • Cognitive enhancement through chemical or bioelectronic means (the rough equivalent of doubling or tripling IQ scores) • Epigenetic tools for altering some of your genetically influenced traits at any point in your lifetime (body shape, athletic ability, intelligence, personality) • Bioelectronic devices for modulating your own brain processes, including your “pleasure centers” (a potentially non-stop high) • Direct control of machines by thought, and perhaps direct communication with other people, brain-to-brain (a new dimension of sharing and intimacy) But some of the potential consequences are also alarming: • A growing rift between the biologically enhanced and those who can’t afford such modifications • A constant cycle of upgrades and boosts as the bar of “normal” rises ever higher—“Humans 95, Humans XP, Humans 8” • The fragmentation of humankind into rival “bioenhancement clusters” • A gradually blurring boundary between “person” and “product” • Extreme forms of self-modification, with some individuals no longer recognized as unambiguously human