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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=127D8C7E447311EDBB956A3F21ECA4DBInitiate Another SILO Locator Search