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You've Been Played: How Corporations, Governments, and Schools Use Games to Control Us All by Adrian Hon
"hyperreality Baudrillard"~20 OR "Baudrillard hyperreality", 4chan, Adam Curtis, Adrian Hon, Airbnb, Amazon Mechanical Turk, Amazon Web Services, Astronomia nova, augmented reality, barriers to entry, Bellingcat, Big Tech, bitcoin, bread and circuses, British Empire, buy and hold, call centre, computer vision, conceptual framework, contact tracing, coronavirus, corporate governance, COVID-19, crowdsourcing, cryptocurrency, David Graeber, David Sedaris, deep learning, delayed gratification, democratizing finance, deplatforming, disinformation, disintermediation, Dogecoin, electronic logging device, Elon Musk, en.wikipedia.org, Ethereum, fake news, fiat currency, Filter Bubble, Frederick Winslow Taylor, fulfillment center, Galaxy Zoo, game design, gamification, George Floyd, gig economy, GitHub removed activity streaks, Google Glasses, Hacker News, Hans Moravec, Ian Bogost, independent contractor, index fund, informal economy, Jeff Bezos, job automation, jobs below the API, Johannes Kepler, Kevin Kelly, Kevin Roose, Kickstarter, Kiva Systems, knowledge worker, Lewis Mumford, lifelogging, linked data, lockdown, longitudinal study, loss aversion, LuLaRoe, Lyft, Marshall McLuhan, megaproject, meme stock, meta-analysis, Minecraft, moral panic, multilevel marketing, non-fungible token, Ocado, Oculus Rift, One Laptop per Child (OLPC), orbital mechanics / astrodynamics, Parler "social media", passive income, payment for order flow, prisoner's dilemma, QAnon, QR code, quantitative trading / quantitative finance, r/findbostonbombers, replication crisis, ride hailing / ride sharing, Robinhood: mobile stock trading app, Ronald Coase, Rubik’s Cube, Salesforce, Satoshi Nakamoto, scientific management, shareholder value, sharing economy, short selling, short squeeze, Silicon Valley, SimCity, Skinner box, spinning jenny, Stanford marshmallow experiment, Steve Jobs, Stewart Brand, TED Talk, The Nature of the Firm, the scientific method, TikTok, Tragedy of the Commons, transaction costs, Twitter Arab Spring, Tyler Cowen, Uber and Lyft, uber lyft, urban planning, warehouse robotics, Whole Earth Catalog, why are manhole covers round?, workplace surveillance
It can damage workers’ health, dissolve their financial security, and drain the agency and satisfaction from their livelihoods. And removing workplace gamification can improve lives. For years, GitHub, a code-hosting website with seventy-three million programmers, included gamified daily activity streak counters on user profiles.108 In a fascinating natural experiment, GitHub abruptly removed the counters in May 2016.109 The result? Long-running streaks were abandoned, weekend activity decreased, along with days in which developers made a single contribution. The authors of a study on this event noted: “Any game designer must consider that users may engage with new games in unexpected ways.… Some users may focus their efforts on collecting points and badges to the detriment of the actual content of their activity.… It seems unlikely that [programmers] logging in to make a single contribution to maintain an ongoing streak made useful or high quality contributions.
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.… It seems unlikely that [programmers] logging in to make a single contribution to maintain an ongoing streak made useful or high quality contributions. This sort of behavior reflects an optimization of individual behavior for the sake of the game, and not for the quality of the work.” GitHub swam against the tide by removing its activity streaks, but two years later, it would be bought by Microsoft, a company with fewer qualms about gamification.110 Activity streaks seem unlikely to return, but it wouldn’t be surprising if Microsoft’s various productivity scores were integrated into GitHub in the future. Ultimately, workplace gamification misses the point.