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.
Don't Be Scared About The End Of Capitalism-Be Excited To Build What Comes Next - 0 views
Will A Basic Income Mean The End Of Work? Don't Get Too Excited - 0 views
Are we living in a post-truth era? Yes, but that's because we're a post-truth species. - 0 views
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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?
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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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High score, low pay: why the gig economy loves gamification | Business | The Guardian - 0 views
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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.
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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.
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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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In 'Elastic,' a Physicist Argues That the Mind Needs Time to Play - 0 views
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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.
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