The Locator -- [(subject = "Social control")]

721 records matched your query       


Record 13 | Previous Record | Long Display | Next Record
03526aam a22004338i 4500
001 127D8C7E447311EDBB956A3F21ECA4DB
003 SILO
005 20221005010052
008 220228s2022    nyu      b    001 0 eng  
010    $a 2021059463
020    $a 1541600177
020    $a 9781541600171
040    $d SILO
042    $a pcc
050 00 $a HM661 $b .H66 2022
082 00 $a 303.3/3 $2 23/eng/20220228
100 1  $a Hon, Adrian, $e author.
245 10 $a You've been played : $b how corporations, governments, and schools use games to control us all / $c Adrian Hon.
246 3  $a You have been played.
263    $a 2209.
264  1 $a New York : $b Basic Books, $c [2022]
300    $a 308 pages ; $c 25 cm.
504    $a Includes bibliographical references and index.
505 0  $a 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.
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"-- $c Provided by publisher.
650  0 $a Social control.
650  0 $a Social engineering.
650  0 $a Control (Psychology)
650  0 $a Gamification.
941    $a 8
952    $l GLAX641 $d 20231201010748.0
952    $l UQAX771 $d 20231021031928.0
952    $l BOPG851 $d 20231010025201.0
952    $l LAPH975 $d 20230708011801.0
952    $l UNUX074 $d 20230616010122.0
952    $l KIPB845 $d 20230428010159.0
952    $l USUX851 $d 20230405012326.0
952    $l CAPH522 $d 20221005010327.0
956    $a http://locator.silo.lib.ia.us/search.cgi?index_0=id&term_0=127D8C7E447311EDBB956A3F21ECA4DB

Initiate Another SILO Locator Search

This resource is supported by the Institute of Museum and Library Services under the provisions of the Library Services and Technology Act as administered by State Library of Iowa.