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