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Steve Bosserman

Are we living in a post-truth era? Yes, but that's because we're a post-truth species. - 0 views

  • A cursory look at history reveals that propaganda and disinformation are nothing new. In fact, humans have always lived in the age of post-truth. Homo sapiens is a post-truth species, who conquered this planet thanks above all to the unique human ability to create and spread fictions. We are the only mammals that can cooperate with numerous strangers because only we can invent fictional stories, spread them around, and convince millions of others to believe in them. As long as everybody believes in the same fictions, we all obey the same laws and can thereby cooperate effectively.
  • The truth is, truth has never been high on the agenda of Homo sapiens. If you stick to unalloyed reality, few people will follow you. False stories have an intrinsic advantage over the truth when it comes to uniting people. If you want to gauge group loyalty, requiring people to believe an absurdity is a far better test than asking them to believe the truth. If the chief says the sun rises in the west and sets in the east, only true loyalists will clap their hands. Similarly, if all your neighbors believe the same outrageous tale, you can count on them to stand together in times of crisis. If they are willing to believe only accredited facts, what does that prove?
  • Yet the difference between holy books and money is far smaller than it might seem. When most people see a dollar bill, they forget that it is just a human convention. As they see the green piece of paper with the picture of the dead white man, they see it as something valuable in and of itself. They hardly ever remind themselves, “Actually, this is a worthless piece of paper, but because other people view it as valuable, I can make use of it.” If you observed a human brain in an fMRI scanner, you would see that as someone is presented with a suitcase full of hundred-dollar bills, the parts of the brain that start buzzing with excitement are not the skeptical parts but the greedy parts. Conversely, in the vast majority of cases people begin to sanctify the Bible or the Vedas only after long and repeated exposure to others who view it as sacred. We learn to respect holy books in exactly the same way we learn to respect paper currency.
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  • Humans have a remarkable ability to know and not know at the same time. Or, more correctly, they can know something when they really think about it, but most of the time they don’t think about it, so they don’t know it. If you really focus, you realize that money is fiction. But you usually don’t think about it. If you are asked about it, you know that soccer is a human invention. But in the heat of a match, nobody asks. If you devote the time and energy, you can discover that nations are elaborate yarns. But in the midst of a war, you don’t have the time and energy.
  • Truth and power can travel together only so far. Sooner or later they go their separate paths. If you want power, at some point you will have to spread fictions. If you want to know the truth about the world, at some point you will have to renounce power. You will have to admit things — for example, about the sources of your own power — that will anger allies, dishearten followers, or undermine social harmony.
  • As a species, humans prefer power to truth. We spend far more time and effort on trying to control the world than on trying to understand it — and even when we try to understand it, we usually do so in the hope that understanding the world will make it easier to control it. If you dream of a society in which truth reigns supreme and myths are ignored, you have little to expect from Homo sapiens. Better to try your luck with chimps.
Steve Bosserman

High score, low pay: why the gig economy loves gamification | Business | The Guardian - 0 views

  • Simply defined, gamification is the use of game elements – point-scoring, levels, competition with others, measurable evidence of accomplishment, ratings and rules of play – in non-game contexts. Games deliver an instantaneous, visceral experience of success and reward, and they are increasingly used in the workplace to promote emotional engagement with the work process, to increase workers’ psychological investment in completing otherwise uninspiring tasks, and to influence, or “nudge”, workers’ behaviour.
  • According to Burawoy, production at Allied was deliberately organised by management to encourage workers to play the game. When work took the form of a game, Burawoy observed, something interesting happened: workers’ primary source of conflict was no longer with the boss. Instead, tensions were dispersed between workers (the scheduling man, the truckers, the inspectors), between operators and their machines, and between operators and their own physical limitations (their stamina, precision of movement, focus). The battle to beat the quota also transformed a monotonous, soul-crushing job into an exciting outlet for workers to exercise their creativity, speed and skill. Workers attached notions of status and prestige to their output, and the game presented them with a series of choices throughout the day, affording them a sense of relative autonomy and control. It tapped into a worker’s desire for self-determination and self-expression. Then, it directed that desire towards the production of profit for their employer.
  • Former Google “design ethicist” Tristan Harris has also described how the “pull-to-refresh” mechanism used in most social media feeds mimics the clever architecture of a slot machine: users never know when they are going to experience gratification – a dozen new likes or retweets – but they know that gratification will eventually come. This unpredictability is addictive: behavioural psychologists have long understood that gambling uses variable reinforcement schedules – unpredictable intervals of uncertainty, anticipation and feedback – to condition players into playing just one more round.
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  • Gaming the game, Burawoy observed, allowed workers to assert some limited control over the labour process, and to “make out” as a result. In turn, that win had the effect of reproducing the players’ commitment to playing, and their consent to the rules of the game. When players were unsuccessful, their dissatisfaction was directed at the game’s obstacles, not at the capitalist class, which sets the rules. The inbuilt antagonism between the player and the game replaces, in the mind of the worker, the deeper antagonism between boss and worker. Learning how to operate cleverly within the game’s parameters becomes the only imaginable option. And now there is another layer interposed between labour and capital: the algorithm.
Steve Bosserman

In 'Elastic,' a Physicist Argues That the Mind Needs Time to Play - 0 views

  • How to summon our power to think elastically? First of all, play — and its cousin, daydreaming — can provide forums for the subconscious to form novel associations. (Think of Einstein’s delightful thought experiments — how he conceived the theory of relativity by imagining himself riding a beam of light.) Unfortunately, compulsively busy people regard activities like doodling and staring into space as a waste of time. And in this age of the ubiquitous pocket helper-brain, Mlodinow laments that the “dearth of idle time” fences off exciting new paths that the mind might otherwise wander. In this regard, Mlodinow asserts, people with ADHD may have a distinct advantage over others.
Bill Fulkerson

Separating gases using flexible molecular sieves - 0 views

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    Researchers .... have made reported some exciting findings relating to metal-organic frameworks (MOFs), a class of porous materials, which could benefit a wide range of important gas separation processes.
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