You've been played : how corporations, governments, and schools use games to control us all
Author(s)
Bibliographic Information
You've been played : how corporations, governments, and schools use games to control us all
Basic Books, [2022]
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Content Type: text (rdacontent), Media Type: unmediated (rdamedia), Carrier Type: volume (rdacarrier)
Includes bibliographical references and index
Summary: "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
Contents of Works
- The 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