000 | 03240nam a22003618i 4500 | ||
---|---|---|---|
001 | sky305761672 | ||
003 | SKY | ||
005 | 20230811093114.0 | ||
008 | 220228s2022 nyu b 001 0 eng | ||
010 | _a2021059463 | ||
020 |
_a1541600177 _q(hardcover) |
||
020 |
_a9781541600171 _q(hardcover) |
||
040 |
_aDLC _beng _erda _cDLC _dSKYRV _dMiTN |
||
042 | _apcc | ||
050 | 0 | 0 |
_aHM661 _b.H66 2022 |
082 | 0 | 0 |
_a303.3/3 _223/eng/20220228 |
092 | _a303.33 HON | ||
100 | 1 | _aHon, Adrian, | |
245 | 1 | 0 |
_aYou've been played : _bhow corporations, governments, and schools use games to control us all / _cAdrian Hon. |
263 | _a2209. | ||
264 | 1 |
_aNew York : _bBasic Books, _c[2022] |
|
300 |
_av, 308 pages; _c25 cm. |
||
336 |
_atext _btxt _2rdacontent. |
||
337 |
_aunmediated _bn _2rdamedia. |
||
338 |
_avolume _bnc _2rdacarrier. |
||
504 | _aIncludes bibliographical references and index. | ||
505 | 0 | _aThe rise of gamification -- Level up your life -- Grind and punishment -- Doing it well -- The gamification of games -- The magnificent bribe -- "I've done my research" -- The world as game -- The treasury of merit -- Escaping softlock. | |
520 |
_a"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"-- _cProvided by publisher. |
||
650 | 0 | _aControl (Psychology) | |
650 | 0 | _aGamification. | |
650 | 0 | _aSocial control. | |
650 | 0 | _aSocial engineering. | |
999 |
_c523494 _d523494 |