03223cam a2200361 i 450000100090000000300080000900500170001700700030003400800410003701000170007802000310009504000230012604200080014905000230015708200290018010000260020924501120023526400370034730000260038433600260041033700280043633800270046450400510049150502410054252019270078365000200271065000200273065000240275065000250277465000250279965000180282465000190284222447020BJBSDDR20240509134543.0ta220228s2022 nyu b 001 0 eng  a 2021059463 a9781541600171q(hardcover) aDLCbspaerdacDLC apcc14aHM 661bH769y 202200a303.3/3223/eng/202202281 aHon, Adrian,eauthor.10aYou've been played :bhow corporations, governments, and schools use games to control us all /cAdrian Hon. 1aNew York :bBasic Books,c[2022] av, 308 pages ;c25 cm atextbtxt2rdacontent aunmediatedbn2rdamedia avolumebnc2rdacarrier aIncludes bibliographical references and index.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. 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. 0aSocial control. 4aControl social  0aSocial engineering. 4aIngeniería social  0aControl (Psychology) 0aGamification. 4aGamificación