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.
Freeing up the rich to exploit the poor - that's what Trump and Brexit are about | Geor... - 0 views
A YouTube Channel Completely Devoted to Medieval Sacred Music: Hear Gregorian Chant, By... - 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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Gamification has a dark side - 0 views
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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?’
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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.
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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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