This book is about gamification, and much more. The publication intends to explore the concept of gamification, its history and applications, its im¬plications for theory and practice. It also aims at doing more than simply mapping a trend, or providing guidelines for the design of gamification apps. In this book the concept of gamification will be rethought, through several distinct approaches and a multitude of questions.
But first, what is gamification? Gamification can be approached in at least two ways. First, as a general process in which games and playful ex¬periences are understood as essential components of society and culture. From this perspective we could look at how practices and rituals, belong¬ing to different historical and cultural contexts, might take the form of or resemble a game. Roger Caillois, while drawing on anthropology, biology and the study of myths, has shown how the playful might in fact belong to living beings of any kind, and not be limited to the human sphere. It might also be less of a process of rationalisation, and more of an instinctive reac¬tion to the surrounding environment, a form of adaptation that connects life and death into one single thing.
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