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  • Hon, Adrian, author.
     
     Subjects
     
  •  
  • Social control.
     
  •  
  • Social engineering.
     
  •  
  • Control (Psychology)
     
  •  
  • Gamification.
     
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  •  Hon, Adrian, author.
     
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  •  You've been played :...
     
     
     
     MARC Display
    You've been played : how corporations, governments, and schools use games to control us all / Adrian Hon.
    by Hon, Adrian, author.
    View full image
    New York : Basic Books, 2022.
    Subjects
  • Social control.
  •  
  • Social engineering.
  •  
  • Control (Psychology)
  •  
  • Gamification.
  • ISBN: 
    9781541600171 (hardcover)
    1541600177 (hardcover)
    Description: 
    v, 308 pages ; 25 cm
    Edition: 
    First edition.
    Contents: 
    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.
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    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"-- Provided by publisher.
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    Copy/Holding information
    LocationCollectionCall No.Status 
    Hawaii State LibrarySocial Science & Philosophy303.33 HoChecked InAdd Copy to MyList
    Hilo Public LibraryAdult Nonfiction303.33 HonChecked InAdd Copy to MyList


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