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Bill Fulkerson

Picking away at fossilized skeletons - 0 views

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    I interview people who lived in the past. I'm an anthropologist at Tel Aviv University in Israel, but I call myself a biohistorian. I'm trying to understand human history, not from human artefacts, temples or big walls surrounding old cities, but from bones. They record every important aspect of your life: what you eat, your ailments, your broken hand at age five.
Bill Fulkerson

The Logic Of Bell Curve Leftism - The Weekly Dish - 0 views

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    There aren't many books out there these days by revolutionary communists who are into the genetics of intelligence. But then there aren't many writers like Freddie DeBoer. He's an insistently quirky thinker who has managed to resist the snark, cynicism and moral preening of so many others in his generation - and write from his often-broken heart. And the core of his new book, "The Cult of Smart," is a moral case for those with less natural intelligence than others - the ultimate losers in our democratic meritocracy, a system both the mainstream right and left have defended for decades now, and that, DeBoer argues, gives short shrift to far too many.
Steve Bosserman

Gamification has a dark side - 0 views

  • Gamification is the application of game elements into nongame spaces. It is the permeation of ideas and values from the sphere of play and leisure to other social spaces. It’s premised on a seductive idea: if you layer elements of games, such as rules, feedback systems, rewards and videogame-like user interfaces over reality, it will make any activity motivating, fair and (potentially) fun. ‘We are starving and games are feeding us,’ writes Jane McGonigal in Reality Is Broken (2011). ‘What if we decided to use everything we know about game design to fix what’s wrong with reality?’
  • But gamification’s trapping of total fun masks that we have very little control over the games we are made to play – and hides the fact that these games are not games at all. Gamified systems are tools, not toys. They can teach complex topics, engage us with otherwise difficult problems. Or they can function as subtle systems of social control.
  • The problem of the gamified workplace goes beyond micromanagement. The business ethicist Tae Wan Kim at Carnegie Mellon University in Pittsburgh warns that gamified systems have the potential to complicate and subvert ethical reasoning. He cites the example of a drowning child. If you save the child, motivated by empathy, sympathy or goodwill – that’s a morally good act. But say you gamify the situation. Say you earn points for saving drowning children. ‘Your gamified act is ethically unworthy,’ he explained to me in an email. Providing extrinsic gamified motivators, even if they work as intended, deprive us of the option to live worthy lives, Kim argues. ‘The workplace is a sacred space where we develop ourselves and help others,’ he notes. ‘Gamified workers have difficulty seeing what contributions they really make.’
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  • The 20th-century French philosopher Michel Foucault would have said that these are technologies of power. Today, the interface designer and game scholar Sebastian Deterding says that this kind of gamification expresses a modernist view of a world with top-down managerial control. But the concept is flawed. Gamification promises easy, centralised overviews and control. ‘It’s a comforting illusion because de facto reality is not as predictable as a simulation,’ Deterding says. You can make a model of a city in SimCity that bears little resemblance to a real city. Mistaking games for reality is ultimately mistaking map for territory. No matter how well-designed, a simulation cannot account for the unforeseen.
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