The Locator -- [(subject = "Computer games--Social aspects")]

61 records matched your query       


Record 12 | Previous Record | Long Display | Next Record
03202aam a2200421 i 4500
001 F3A2FB48D4E311E3810EC6B1DAD10320
003 SILO
005 20140506010127
008 130917s2014    nyua     b    001 0 eng  
010    $a 2013022254
020    $a 0203781929 ()
020    $a 9780203781920 ()
020    $a 0415838584 (hardback)
020    $a 9780415838580 (hardback)
035    $a (OCoLC)841895135
040    $a DLC $b eng $e rda $c DLC $d YDX $d BTCTA $d YDXCP $d OCLCO $d OCLCF $d SZR $d UKMGB $d SILO
042    $a pcc
050 00 $a GV1469.15 $b .W37 2014
082 00 $a 794.8 $2 23
084    $a EDU000000 $2 bisacsh
100 1  $a Warmelink, Harald.
245 10 $a Online gaming and playful organization / $c Harald Warmelink.
264  1 $a New York : $b Routledge, Taylor & Francis Group, $c [2014]
300    $a xvii, 229 pages : $b illustrations ; $c 24 cm.
490 0  $a Digital games and learning
520    $a "Online Gaming and Playful Organization explores the cultural impact of gaming on organizations. While gaming is typically a form of entertainment, this book argues that gaming communities can function as a useful analogue for work organizations because both are comprised of diverse members who must communicate and collaborate to solve complex problems. By examining the impact of gaming beyond its own context, this book argues that one can apply numerous lessons from the virtual world of online games to the "real" world of businesses, schools, and other professional communities. Most notably, it articulates the concept of playful organizations, defined as organizations in which the ability to play has become so institutionalized that it is spontaneous, creative, and enjoyable. Based on original research, Online Gaming and Playful Organization establishes an interdisciplinary framework for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of online games and virtual worlds, and of the possible structural and cultural transformation of public and private organizations. "-- $c Provided by publisher.
504    $a Includes bibliographical references and index.
505 0  $a Setting the stage: the emergence of playful organizations -- Unfolding the concept and its potential: the playful organization ideal-type -- Previous studies re-examined: have playful organizations already emerged? -- An online gamer speaks out: playful organizations in Eve Online -- Let's ask our panel: Dutch online gamers on their communities -- Building an un-/comfortable bridge: Dutch online gamers on their work organizations -- Food for thought: the emergence of playful organizations uncovered and critiqued.
650  0 $a Computer games $x Social aspects.
650  0 $a Video games $x Social aspects.
650  0 $a Social structure.
650  7 $a EDUCATION / General. $2 bisacsh
650  7 $a Computer games $x Social aspects. $2 fast $0 (OCoLC)fst00872118
650  7 $a Social structure. $2 fast $0 (OCoLC)fst01123372
650  7 $a Video games $x Social aspects. $2 fast $0 (OCoLC)fst01166440
941    $a 1
952    $l OVUX522 $d 20191210023036.0
956    $a http://locator.silo.lib.ia.us/search.cgi?index_0=id&term_0=F3A2FB48D4E311E3810EC6B1DAD10320

Initiate Another SILO Locator Search

This resource is supported by the Institute of Museum and Library Services under the provisions of the Library Services and Technology Act as administered by State Library of Iowa.