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?’
Datafication and ideological blindness - Cennydd Bowles - 0 views
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""Our bodies break / And the blood just spills and spills / And here we sit debating math." -Retribution Gospel Choir, Breaker Design got its seat at the table, which is good because we can shut up about it now. What used to be seen as the territory of bespectacled Scandinavians is now a matter of HBR covers, consumer clamour, and 12-figure market caps. People in suits now talk about design as a way to differentiate products and unlock new markets."
Anatomy of an AI System - 1 views
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"With each interaction, Alexa is training to hear better, to interpret more precisely, to trigger actions that map to the user's commands more accurately, and to build a more complete model of their preferences, habits and desires. What is required to make this possible? Put simply: each small moment of convenience - be it answering a question, turning on a light, or playing a song - requires a vast planetary network, fueled by the extraction of non-renewable materials, labor, and data. The scale of resources required is many magnitudes greater than the energy and labor it would take a human to operate a household appliance or flick a switch. A full accounting for these costs is almost impossible, but it is increasingly important that we grasp the scale and scope if we are to understand and govern the technical infrastructures that thread through our lives. III The Salar, the world's largest flat surface, is located in southwest Bolivia at an altitude of 3,656 meters above sea level. It is a high plateau, covered by a few meters of salt crust which are exceptionally rich in lithium, containing 50% to 70% of the world's lithium reserves. 4 The Salar, alongside the neighboring Atacama regions in Chile and Argentina, are major sites for lithium extraction. This soft, silvery metal is currently used to power mobile connected devices, as a crucial material used for the production of lithium-Ion batteries. It is known as 'grey gold.' Smartphone batteries, for example, usually have less than eight grams of this material. 5 Each Tesla car needs approximately seven kilograms of lithium for its battery pack. 6 All these batteries have a limited lifespan, and once consumed they are thrown away as waste. Amazon reminds users that they cannot open up and repair their Echo, because this will void the warranty. The Amazon Echo is wall-powered, and also has a mobile battery base. This also has a limited lifespan and then must be thrown away as waste. According to the Ay
How Civilization Started - 0 views
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"The big news to emerge from recent archeological research concerns the time lag between "sedentism," or living in settled communities, and the adoption of agriculture. Previous scholarship held that the invention of agriculture made sedentism possible. The evidence shows that this isn't true: there's an enormous gap-four thousand years-separating the "two key domestications," of animals and cereals, from the first agrarian economies based on them. Our ancestors evidently took a good, hard look at the possibility of agriculture before deciding to adopt this new way of life. They were able to think it over for so long because the life they lived was remarkably abundant. Like the early civilization of China in the Yellow River Valley, Mesopotamia was a wetland territory, as its name ("between the rivers") suggests. In the Neolithic period, Mesopotamia was a delta wetland, where the sea came many miles inland from its current shore."
Scale and information-processing thresholds in Holocene social evolution | Nature Commu... - 0 views
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Throughout the Holocene, societies developed additional layers of administration and more information-rich instruments for managing and recording transactions and events as they grew in population and territory. Yet, while such increases seem inevitable, they are not. Here we use the Seshat database to investigate the development of hundreds of polities, from multiple continents, over thousands of years. We find that sociopolitical development is dominated first by growth in polity scale, then by improvements in information processing and economic systems, and then by further increases in scale. We thus define a Scale Threshold for societies, beyond which growth in information processing becomes paramount, and an Information Threshold, which once crossed facilitates additional growth in scale. Polities diverge in socio-political features below the Information Threshold, but reconverge beyond it. We suggest an explanation for the evolutionary divergence between Old and New World polities based on phased growth in scale and information processing. We also suggest a mechanism to help explain social collapses with no evident external causes.
Playing Go with Darwin - Issue 94: Evolving - Nautilus - 0 views
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Charles Darwin was very likely the first person to have understood nature in terms of a game played across deep time. I have wondered how much further the Chess-playing naturalist might have taken this metaphor if, like Kawabata, he had studied Go. Unlike Chess, where the objective is to expose and capture the King by eliminating pieces, in Go the objective is to capture territory by surrounding enemy pieces, called stones, and by protecting unclaimed area.
arctic global warming - 0 views
Gamification has a dark side - 0 views
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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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7 ETFs and Mutual Funds to Weather Bear Territory - 0 views
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