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Bill Fulkerson

Understanding Society: Observation, measurement, and explanation - 0 views

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    "What these examples have in common is that they illustrate two of the key tasks of the social sciences: to measure important social variables over time and space, and to identify the social mechanisms that lead to variation in these variables. There are large problems of methodology and conceptual clarification that need to be addressed in both parts of this agenda. On the side of measurement, we have the problems of arriving at consistent and revealing definitions of economic wellbeing, using incomplete historical sources to reconstruct estimates of prices and wages, and using a range of statistical methods to validate and interpret the results. And on the explanatory side, we are faced with the difficult task of reconstructing social processes and forces in the past that may have powered the changes we are able to document, and with the task of validating the hypotheses we have put forward on the basis of historical evidence."
Bill Fulkerson

Questionnaire data analysis using information geometry | Scientific Reports - 0 views

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    The analysis of questionnaires often involves representing the high-dimensional responses in a low-dimensional space (e.g., PCA, MCA, or t-SNE). However questionnaire data often contains categorical variables and common statistical model assumptions rarely hold. Here we present a non-parametric approach based on Fisher Information which obtains a low-dimensional embedding of a statistical manifold (SM). The SM has deep connections with parametric statistical models and the theory of phase transitions in statistical physics. Firstly we simulate questionnaire responses based on a non-linear SM and validate our method compared to other methods. Secondly we apply our method to two empirical datasets containing largely categorical variables: an anthropological survey of rice farmers in Bali and a cohort study on health inequality in Amsterdam. Compare to previous analysis and known anthropological knowledge we conclude that our method best discriminates between different behaviours, paving the way to dimension reduction as effective as for continuous data.
Steve Bosserman

Why Inequality Predicts Homicide Rates Better Than Any Other Variable - Evonomics - 0 views

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    "The connection is so strong that, according to the World Bank, a simple measure of inequality predicts about half of the variance in murder rates between American states and between countries around the world. When inequality is high and strips large numbers of men of the usual markers of status - like a good job and the ability to support a family - matters of respect and disrespect loom disproportionately."
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.
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