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  <titleInfo>
    <title>You've been played</title>
    <subTitle>how corporations, governments, and schools use games to control us all</subTitle>
  </titleInfo>
  <name type="personal">
    <namePart>Hon, Adrian</namePart>
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    <dateIssued encoding="marc">2022</dateIssued>
    <issuance>monographic</issuance>
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  <language>
    <languageTerm authority="iso639-2b" type="code">eng</languageTerm>
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    <extent>v, 308 pages ; 25 cm</extent>
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  <abstract>"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"--</abstract>
  <tableOfContents>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.</tableOfContents>
  <note type="statement of responsibility">Adrian Hon.</note>
  <note>Includes bibliographical references and index.</note>
  <subject authority="lcsh">
    <topic>Social control</topic>
  </subject>
  <subject>
    <topic>Control social</topic>
  </subject>
  <subject authority="lcsh">
    <topic>Social engineering</topic>
  </subject>
  <subject>
    <topic>Ingeniería social</topic>
  </subject>
  <subject authority="lcsh">
    <topic>Control (Psychology)</topic>
  </subject>
  <subject authority="lcsh">
    <topic>Gamification</topic>
  </subject>
  <subject>
    <topic>Gamificación</topic>
  </subject>
  <classification authority="lcc">HM 661 H769y 2022</classification>
  <classification authority="ddc" edition="23/eng/20220228">303.3/3</classification>
  <identifier type="isbn">9781541600171</identifier>
  <identifier type="lccn">2021059463</identifier>
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    <recordIdentifier source="BJBSDDR">22447020</recordIdentifier>
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