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005 20240509134543.0
007 ta
008 220228s2022 nyu b 001 0 eng
010 _a 2021059463
020 _a9781541600171
_q(hardcover)
040 _aDLC
_bspa
_erda
_cDLC
042 _apcc
050 1 4 _aHM 661
_bH769y 2022
082 0 0 _a303.3/3
_223/eng/20220228
100 1 _aHon, Adrian,
_eauthor.
245 1 0 _aYou've been played :
_bhow corporations, governments, and schools use games to control us all /
_cAdrian Hon.
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 _aSocial control.
650 4 _aControl social
_95822
650 0 _aSocial engineering.
650 4 _aIngeniería social
_935779
650 0 _aControl (Psychology)
650 0 _aGamification.
650 4 _aGamificación
_935780
906 _a7
_bcbc
_corignew
_d1
_eecip
_f20
_gy-gencatlg
942 _2lcc
_cBK
_n0
999 _c121259
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