Contents
Acknowledgments
1. Introduction
2. Welcoming Gamers to the Wonderland—A Workplace Permeated with Games
3. Simulation Games and the Establishment of Gamified Governmentality
4. Hegemony or Not: A Comparison between the Collection and the Ticket Game
5. The Donut Email Game and the Construction of Chaotic Fun
6. Out of the Game: Peasant Coders’ Suffering under Behemoth’s Gamification
7. Conclusion
Appendix A: Overview of a Field of Games
Appendix B: Basic Information on Interviewees
Appendix C: Demographic Questionnaire
Notes
References
Index