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

Adrian Hon

Book - 2022

"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, schoo...ls, 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"--

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2nd Floor 303.3/Hon Due May 26, 2024
Subjects
Published
New York : Basic Books [2022]
Language
English
Main Author
Adrian Hon (author)
Physical Description
308 pages ; 25 cm
Bibliography
Includes bibliographical references and index.
ISBN
9781541600171
  • Introduction
  • Chapter 1. The Rise of Gamification
  • Chapter 2. Level Up Your Life
  • Chapter 3. Grind and Punishment
  • Chapter 4. Doing It Well
  • Chapter 5. The Gamification of Games
  • Chapter 6. The Magnificent Bribe
  • Chapter 7. "I've Done My Research"
  • Chapter 8. The World as Game
  • Chapter 9. The Treasury of Merit
  • Chapter 10. Escaping Softlock
  • Acknowledgements
  • Notes
  • Index
Review by Choice Review

In You've Been Played, Hon uses his educational background in neuroscience and professional experience as a game creator and developer to explore how corporations, governments, and schools use gamification as a tool to generate profit. Gamification is defined as "taking a normal activity and applying game mechanics and aesthetics to it, such as points, badges, levels, and so on." Hon interprets almost anything that captures attention or gives feedback on performance as a "game." He persuades readers that gamification is present in all aspects of society, from school (e.g., facial recognition software systems in China) to work (e.g., warehouse workers packing boxes), individual standing (e.g., credit scores), and even the apps people use on phones (e.g., games that require purchases to keep playing). Hon concludes with ideas for designing ethical gamification and advice for governments to regulate gamification. This book will appeal to anyone interested in game theory and the effects of gamification but is best suited for public library collections. Though not an academic work, the notes contain a variety of sources for further research on the topic. Summing Up: Recommended. General readers and professionals. --Courtney Stine, University of Louisville

Copyright American Library Association, used with permission.
Review by Booklist Review

Video games are the world's dominant form of entertainment. Hon, CEO and founder of Six to Start and co-creator of the fitness app Zombies, Run!, says he sees gamification helping people master skills and transforming learning into joy. However, his well-researched book peels back the layers on how corporations, app creators, schools, and workplaces are tricking people into completing tasks or offering private information with the hopes of earning badges, points, and other rewards. Many workers experience gamified surveillance technology through productivity figures and algorithms. For example, Uber offers quests where drivers earn money for each three-trip series. Often, drivers can't make a living wage unless they complete tasks like these, because they are contractors and cover their own car costs. Fitness apps, Hon notes, can cause anxiety when a user breaks a streak due to illness. He says the intrusiveness and manipulation by gamification has negative effects on our society, robbing people of the intrinsic motivation for doing something and forcing us to prove our worth through productive deeds. Anyone in the tech world and human resources will find this book helpful in making decisions about gamification.

From Booklist, Copyright (c) American Library Association. Used with permission.
Review by Publisher's Weekly Review

Hon (A History of the Future in 100 Objects), CEO and founder of game developer Six to Start, warns in this convincing outing that gamification--using "ideas from game design to make difficult or dull activities more fun"--has "become the twenty-first century's most advanced form of behavioural control." Tools purportedly designed to motivate students or increase worker productivity actually have insidious psychological effects, he suggests, often resulting in covert wage decreases, as employees are pressured into working more for no increased pay. Myriad examples bolster his case: he describes classroom behavior-monitoring apps that function as an "on-ramp to Foucault's panopticon," games used at Amazon that incentivize "returning from break faster," race-against-the-clock timers that gives McDonald's managers leverage to "discipline and punish poor performers," and the "veritable bonanza of quests and bonuses" at Uber, "all to entice drivers into working as long as they possibly can." Hon ends with detailed, practical steps to combat this trend: designers ought to "act ethically" and accept responsibility when their games cause harm, and legislation should be passed to mandate transparency regarding business productivity quotas and to protect workers' privacy. This passionate survey is a wake-up call for workers and political leaders alike. (Sept.)

(c) Copyright PWxyz, LLC. All rights reserved
Review by Library Journal Review

As a trained neuroscientist and game developer, Hon (A History of the Future in 100 Objects) takes a detailed look at how gamification is permeating every aspect of people's lives. After examining the incentives behind wildly successful videogames like his own Zombies, Run!, he explores gamification's use by companies like Amazon, Uber, Peloton, and Apple. He argues that the reward system that motivates people to complete tasks in daily life (such as a double star day at Starbucks) is manipulative and often ruins tasks at work, in schools, and within the larger geopolitical system. The examples are topical and include COVID, China's social credit scores, and QAnon. After thoroughly studying society's compulsion loop, Hon refrains from introducing the word "addiction" to his argument, settling instead on a status of "softlock" (an area of stalled progress) to describe the current relationship between gamification and society, leaving readers to wonder whether it is really their responsibility to humanize the gaming industry and its influence. VERDICT An expansive view of how gamification permeates modern culture that lacks a strong conclusion.--Tina Panik

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