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You've Been Played: How Corporations, Governments, and Schools Use Games to Control Us All

por Dr. Adrian Hon

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"A call-center worker patiently troubleshoots a customer's broken printer, while a cartoon character in a corner of his screen chides him for sounding too unengaged. An exhausted Uber driver needs extra cash, so she accepts a pop-up Quest on her app: drive another three trips to get a $6 bonus. At home, her partner spends hundreds of hours combing through obscure forums about the QAnon conspiracy theory: uncovering clues and drawing connections feels just like a game. This isn't a dystopian fantasy: points, badges, achievements, and leaderboards are slowly creeping into every aspect of modern life. In You've Been Played, neuroscientist and game designer Adrian Hon provides a blistering takedown of how corporations, schools, and governments are using games to coerce and control workers, students, and all citizens. Although this trend-called gamification-can sometimes work for our benefit, Hon shows us that, in fact,it is more often a high-tech means for behavioral, physical, and emotional exploitation. These are games that we often have no choice but to play, where failure isn't met with a cheery "try again" but with very real financial and social penalties. Hon shows how gamification exploits our new fixation on mindfulness; why massive companies like Amazon and Uber are so keen to adopt gamification as fast as they can; why the dangerous QAnon conspiracy theory is deliberately designed like an "alternate reality game"; and why augmented reality could turn our entire lives into a hellish game we can never escape. Hon writes chillingly about the gamification's dire consequences, but more importantly, he shows us how we can marshal it as a force for good. You've Been Played is a scathing indictment of a tech-driven world that wants us to think misery is fun, and a call to arms for anyone who hopes to preserve their dignity and autonomy, at our jobs and in our lives"--… (más)
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What it says on the tin. Gamification was touted as making good stuff more fun to do. “More often, gamification is used to manipulate and control, whether that’s unscientific brain training games promising to make you smarter, or propaganda games spreading dangerous misinformation online, or video games tricking players into spending thousands of dollars on in-game items they can’t afford.” And even the “good” side “is deeply conservative. Even if you make driving for Uber more fun, you’re still driving for Uber.” Slack is optimized out of the system, so people get used up faster and can’t make human connections. And gamification is ripe for conspiracists: QAnon gamifies conspiracies by sending people on treasure hunts for rewarding information; making them feel like they’re contributing to a community; satisfying a sense of play (“Yes-and is great for creating things but not for truth”); and denying responsibility for consequences, since everything is just a puzzle to solve.

Media literacy is not the solution; they already “do the research.” “[T]he idea [that media literacy] can help solve the fake news epidemic is like training people to run faster to dodge traffic rather than enforcing road safety and building pedestrian crossings—it’s not that it’s worthless, but it places the burden on individual citizens rather than addressing the larger societal problem.” We need other institutions to channel “energy and zeal for community-based problem-solving” toward worthier causes. Importantly, alternatives must not encourage us to see other people as mere “players,” which strips out complexity and decreases our emotional range. “Few video games and no sex dolls simulate the painful but necessary experience of rejection and heartbreak. In their pursuit to engage and entertain, the lesson they teach is that love is always available if you’re persistent enough. Or if you pay enough.”

Possibly the most interesting bit is the comparison between gamification and Catholic indulgences. “A book of hours from South Holland awarded forty days of indulgence for each step when reciting a particular prayer. Virtual pilgrimages were extraordinarily popular perhaps for this reason.” And indulgences were often marketed and collected by “farmers”; there were bootleg and forged indulgences and other scams. We shouldn’t be snobs about indulgences: “Do we buy Girl Scout Cookies just to support a good cause? When we walk an extra ten minutes at the end of the day, is it only for the ‘10,000 steps’ achievement? Motivations are rarely as simple as we think, and not everyone who uses gamification is being misled.”

He recommends that gamification, including hit counts/like counts etc., should be off by default and users should have to opt in, “without nagging or incentives.” Rewards and punishments should be small. Friction should be easy to find and hard to get rid of. ( )
  rivkat | Mar 16, 2023 |
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"A call-center worker patiently troubleshoots a customer's broken printer, while a cartoon character in a corner of his screen chides him for sounding too unengaged. An exhausted Uber driver needs extra cash, so she accepts a pop-up Quest on her app: drive another three trips to get a $6 bonus. At home, her partner spends hundreds of hours combing through obscure forums about the QAnon conspiracy theory: uncovering clues and drawing connections feels just like a game. This isn't a dystopian fantasy: points, badges, achievements, and leaderboards are slowly creeping into every aspect of modern life. In You've Been Played, neuroscientist and game designer Adrian Hon provides a blistering takedown of how corporations, schools, and governments are using games to coerce and control workers, students, and all citizens. Although this trend-called gamification-can sometimes work for our benefit, Hon shows us that, in fact,it is more often a high-tech means for behavioral, physical, and emotional exploitation. These are games that we often have no choice but to play, where failure isn't met with a cheery "try again" but with very real financial and social penalties. Hon shows how gamification exploits our new fixation on mindfulness; why massive companies like Amazon and Uber are so keen to adopt gamification as fast as they can; why the dangerous QAnon conspiracy theory is deliberately designed like an "alternate reality game"; and why augmented reality could turn our entire lives into a hellish game we can never escape. Hon writes chillingly about the gamification's dire consequences, but more importantly, he shows us how we can marshal it as a force for good. You've Been Played is a scathing indictment of a tech-driven world that wants us to think misery is fun, and a call to arms for anyone who hopes to preserve their dignity and autonomy, at our jobs and in our lives"--

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