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

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"-- Provided by publisher.

Record details

  • ISBN: 9781541600171
  • ISBN: 1541600177
  • Physical Description: v, 308 pages ; 25 cm
  • Publisher: New York : Basic Books, [2022]

Content descriptions

Bibliography, etc. Note:
Includes bibliographical references 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.
Social Control, Formal.
Power, Psychological.

Available copies

  • 2 of 2 copies available at SPARK Libraries.

Holds

  • 0 current holds with 2 total copies.
Show Only Available Copies
Location Call Number / Copy Notes Barcode Shelving Location Status Due Date
Reading Public Library RPL - Main 303.33 Hon (Text) 33223008955105 Non-fiction Available -
Easton Main Library 303.33 H769y (Text) 31901004644698 Adult Nonfiction Available -


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