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You've been played : how corporations, governments, and schools use games to control us all  Cover Image Book Book

You've been played : how corporations, governments, and schools use games to control us all

Hon, Adrian (author.).

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. 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"--

Record details

  • ISBN: 1541600177 :
  • ISBN: 9781541600171 :
  • Physical Description: v, 308 pages ; 25 cm
    print
  • Edition: First edition.
  • Publisher: New York : Basic Books, 2022.

Content descriptions

Bibliography, etc. Note: Includes bibliographical references (pages 245-289) and index.
Formatted Contents Note: 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.
Subject: Social control
Social engineering
Control (Psychology)
Gamification

Available copies

  • 1 of 1 copy available at Sitka.

Holds

  • 0 current holds with 1 total copy.
Show Only Available Copies
Location Call Number / Copy Notes Barcode Shelving Location Holdable? Status Due Date
Whistler Public Library 303.33. HON (Text) 33987000916550 Adult Non-Fiction Volume hold Available -

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