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Javier E

The Tech Industry's Psychological War on Kids - Member Feature Stories - Medium - 0 views

  • she cried, “They took my f***ing phone!” Attempting to engage Kelly in conversation, I asked her what she liked about her phone and social media. “They make me happy,” she replied.
  • Even though they were loving and involved parents, Kelly’s mom couldn’t help feeling that they’d failed their daughter and must have done something terribly wrong that led to her problems.
  • My practice as a child and adolescent psychologist is filled with families like Kelly’s. These parents say their kids’ extreme overuse of phones, video games, and social media is the most difficult parenting issue they face — and, in many cases, is tearing the family apart.
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  • What none of these parents understand is that their children’s and teens’ destructive obsession with technology is the predictable consequence of a virtually unrecognized merger between the tech industry and psychology.
  • Dr. B.J. Fogg, is a psychologist and the father of persuasive technology, a discipline in which digital machines and apps — including smartphones, social media, and video games — are configured to alter human thoughts and behaviors. As the lab’s website boldly proclaims: “Machines designed to change humans.”
  • These parents have no idea that lurking behind their kids’ screens and phones are a multitude of psychologists, neuroscientists, and social science experts who use their knowledge of psychological vulnerabilities to devise products that capture kids’ attention for the sake of industry profit.
  • psychology — a discipline that we associate with healing — is now being used as a weapon against children.
  • This alliance pairs the consumer tech industry’s immense wealth with the most sophisticated psychological research, making it possible to develop social media, video games, and phones with drug-like power to seduce young users.
  • Likewise, social media companies use persuasive design to prey on the age-appropriate desire for preteen and teen kids, especially girls, to be socially successful. This drive is built into our DNA, since real-world relational skills have fostered human evolution.
  • Called “the millionaire maker,” Fogg has groomed former students who have used his methods to develop technologies that now consume kids’ lives. As he recently touted on his personal website, “My students often do groundbreaking projects, and they continue having impact in the real world after they leave Stanford… For example, Instagram has influenced the behavior of over 800 million people. The co-founder was a student of mine.”
  • Persuasive technology (also called persuasive design) works by deliberately creating digital environments that users feel fulfill their basic human drives — to be social or obtain goals — better than real-world alternatives.
  • Kids spend countless hours in social media and video game environments in pursuit of likes, “friends,” game points, and levels — because it’s stimulating, they believe that this makes them happy and successful, and they find it easier than doing the difficult but developmentally important activities of childhood.
  • While persuasion techniques work well on adults, they are particularly effective at influencing the still-maturing child and teen brain.
  • “Video games, better than anything else in our culture, deliver rewards to people, especially teenage boys,” says Fogg. “Teenage boys are wired to seek competency. To master our world and get better at stuff. Video games, in dishing out rewards, can convey to people that their competency is growing, you can get better at something second by second.”
  • it’s persuasive design that’s helped convince this generation of boys they are gaining “competency” by spending countless hours on game sites, when the sad reality is they are locked away in their rooms gaming, ignoring school, and not developing the real-world competencies that colleges and employers demand.
  • Persuasive technologies work because of their apparent triggering of the release of dopamine, a powerful neurotransmitter involved in reward, attention, and addiction.
  • As she says, “If you don’t get 100 ‘likes,’ you make other people share it so you get 100…. Or else you just get upset. Everyone wants to get the most ‘likes.’ It’s like a popularity contest.”
  • there are costs to Casey’s phone obsession, noting that the “girl’s phone, be it Facebook, Instagram or iMessage, is constantly pulling her away from her homework, sleep, or conversations with her family.
  • Casey says she wishes she could put her phone down. But she can’t. “I’ll wake up in the morning and go on Facebook just… because,” she says. “It’s not like I want to or I don’t. I just go on it. I’m, like, forced to. I don’t know why. I need to. Facebook takes up my whole life.”
  • B.J. Fogg may not be a household name, but Fortune Magazine calls him a “New Guru You Should Know,” and his research is driving a worldwide legion of user experience (UX) designers who utilize and expand upon his models of persuasive design.
  • “No one has perhaps been as influential on the current generation of user experience (UX) designers as Stanford researcher B.J. Fogg.”
  • the core of UX research is about using psychology to take advantage of our human vulnerabilities.
  • As Fogg is quoted in Kosner’s Forbes article, “Facebook, Twitter, Google, you name it, these companies have been using computers to influence our behavior.” However, the driving force behind behavior change isn’t computers. “The missing link isn’t the technology, it’s psychology,” says Fogg.
  • UX researchers not only follow Fogg’s design model, but also his apparent tendency to overlook the broader implications of persuasive design. They focus on the task at hand, building digital machines and apps that better demand users’ attention, compel users to return again and again, and grow businesses’ bottom line.
  • the “Fogg Behavior Model” is a well-tested method to change behavior and, in its simplified form, involves three primary factors: motivation, ability, and triggers.
  • “We can now create machines that can change what people think and what people do, and the machines can do that autonomously.”
  • Regarding ability, Fogg suggests that digital products should be made so that users don’t have to “think hard.” Hence, social networks are designed for ease of use
  • Finally, Fogg says that potential users need to be triggered to use a site. This is accomplished by a myriad of digital tricks, including the sending of incessant notifications
  • moral questions about the impact of turning persuasive techniques on children and teens are not being asked. For example, should the fear of social rejection be used to compel kids to compulsively use social media? Is it okay to lure kids away from school tasks that demand a strong mental effort so they can spend their lives on social networks or playing video games that don’t make them think much at all?
  • Describing how his formula is effective at getting people to use a social network, the psychologist says in an academic paper that a key motivator is users’ desire for “social acceptance,” although he says an even more powerful motivator is the desire “to avoid being socially rejected.”
  • the startup Dopamine Labs boasts about its use of persuasive techniques to increase profits: “Connect your app to our Persuasive AI [Artificial Intelligence] and lift your engagement and revenue up to 30% by giving your users our perfect bursts of dopamine,” and “A burst of Dopamine doesn’t just feel good: it’s proven to re-wire user behavior and habits.”
  • Ramsay Brown, the founder of Dopamine Labs, says in a KQED Science article, “We have now developed a rigorous technology of the human mind, and that is both exciting and terrifying. We have the ability to twiddle some knobs in a machine learning dashboard we build, and around the world hundreds of thousands of people are going to quietly change their behavior in ways that, unbeknownst to them, feel second-nature but are really by design.”
  • Programmers call this “brain hacking,” as it compels users to spend more time on sites even though they mistakenly believe it’s strictly due to their own conscious choices.
  • Banks of computers employ AI to “learn” which of a countless number of persuasive design elements will keep users hooked
  • A persuasion profile of a particular user’s unique vulnerabilities is developed in real time and exploited to keep users on the site and make them return again and again for longer periods of time. This drives up profits for consumer internet companies whose revenue is based on how much their products are used.
  • “The leaders of Internet companies face an interesting, if also morally questionable, imperative: either they hijack neuroscience to gain market share and make large profits, or they let competitors do that and run away with the market.”
  • Social media and video game companies believe they are compelled to use persuasive technology in the arms race for attention, profits, and survival.
  • Children’s well-being is not part of the decision calculus.
  • one breakthrough occurred in 2017 when Facebook documents were leaked to The Australian. The internal report crafted by Facebook executives showed the social network boasting to advertisers that by monitoring posts, interactions, and photos in real time, the network is able to track when teens feel “insecure,” “worthless,” “stressed,” “useless” and a “failure.”
  • The report also bragged about Facebook’s ability to micro-target ads down to “moments when young people need a confidence boost.”
  • These design techniques provide tech corporations a window into kids’ hearts and minds to measure their particular vulnerabilities, which can then be used to control their behavior as consumers. This isn’t some strange future… this is now.
  • The official tech industry line is that persuasive technologies are used to make products more engaging and enjoyable. But the revelations of industry insiders can reveal darker motives.
  • Revealing the hard science behind persuasive technology, Hopson says, “This is not to say that players are the same as rats, but that there are general rules of learning which apply equally to both.”
  • After penning the paper, Hopson was hired by Microsoft, where he helped lead the development of the Xbox Live, Microsoft’s online gaming system
  • “If game designers are going to pull a person away from every other voluntary social activity or hobby or pastime, they’re going to have to engage that person at a very deep level in every possible way they can.”
  • This is the dominant effect of persuasive design today: building video games and social media products so compelling that they pull users away from the real world to spend their lives in for-profit domains.
  • Persuasive technologies are reshaping childhood, luring kids away from family and schoolwork to spend more and more of their lives sitting before screens and phones.
  • “Since we’ve figured to some extent how these pieces of the brain that handle addiction are working, people have figured out how to juice them further and how to bake that information into apps.”
  • Today, persuasive design is likely distracting adults from driving safely, productive work, and engaging with their own children — all matters which need urgent attention
  • Still, because the child and adolescent brain is more easily controlled than the adult mind, the use of persuasive design is having a much more hurtful impact on kids.
  • But to engage in a pursuit at the expense of important real-world activities is a core element of addiction.
  • younger U.S. children now spend 5 ½ hours each day with entertainment technologies, including video games, social media, and online videos.
  • Even more, the average teen now spends an incredible 8 hours each day playing with screens and phones
  • U.S. kids only spend 16 minutes each day using the computer at home for school.
  • Quietly, using screens and phones for entertainment has become the dominant activity of childhood.
  • Younger kids spend more time engaging with entertainment screens than they do in school
  • teens spend even more time playing with screens and phones than they do sleeping
  • kids are so taken with their phones and other devices that they have turned their backs to the world around them.
  • many children are missing out on real-life engagement with family and school — the two cornerstones of childhood that lead them to grow up happy and successful
  • persuasive technologies are pulling kids into often toxic digital environments
  • A too frequent experience for many is being cyberbullied, which increases their risk of skipping school and considering suicide.
  • And there is growing recognition of the negative impact of FOMO, or the fear of missing out, as kids spend their social media lives watching a parade of peers who look to be having a great time without them, feeding their feelings of loneliness and being less than.
  • The combined effects of the displacement of vital childhood activities and exposure to unhealthy online environments is wrecking a generation.
  • as the typical age when kids get their first smartphone has fallen to 10, it’s no surprise to see serious psychiatric problems — once the domain of teens — now enveloping young kids
  • Self-inflicted injuries, such as cutting, that are serious enough to require treatment in an emergency room, have increased dramatically in 10- to 14-year-old girls, up 19% per year since 2009.
  • While girls are pulled onto smartphones and social media, boys are more likely to be seduced into the world of video gaming, often at the expense of a focus on school
  • it’s no surprise to see this generation of boys struggling to make it to college: a full 57% of college admissions are granted to young women compared with only 43% to young men.
  • Economists working with the National Bureau of Economic Research recently demonstrated how many young U.S. men are choosing to play video games rather than join the workforce.
  • The destructive forces of psychology deployed by the tech industry are making a greater impact on kids than the positive uses of psychology by mental health providers and child advocates. Put plainly, the science of psychology is hurting kids more than helping them.
  • Hope for this wired generation has seemed dim until recently, when a surprising group has come forward to criticize the tech industry’s use of psychological manipulation: tech executives
  • Tristan Harris, formerly a design ethicist at Google, has led the way by unmasking the industry’s use of persuasive design. Interviewed in The Economist’s 1843 magazine, he says, “The job of these companies is to hook people, and they do that by hijacking our psychological vulnerabilities.”
  • Marc Benioff, CEO of the cloud computing company Salesforce, is one of the voices calling for the regulation of social media companies because of their potential to addict children. He says that just as the cigarette industry has been regulated, so too should social media companies. “I think that, for sure, technology has addictive qualities that we have to address, and that product designers are working to make those products more addictive, and we need to rein that back as much as possible,”
  • “If there’s an unfair advantage or things that are out there that are not understood by parents, then the government’s got to come forward and illuminate that.”
  • Since millions of parents, for example the parents of my patient Kelly, have absolutely no idea that devices are used to hijack their children’s minds and lives, regulation of such practices is the right thing to do.
  • Another improbable group to speak out on behalf of children is tech investors.
  • How has the consumer tech industry responded to these calls for change? By going even lower.
  • Facebook recently launched Messenger Kids, a social media app that will reach kids as young as five years old. Suggestive that harmful persuasive design is now honing in on very young children is the declaration of Messenger Kids Art Director, Shiu Pei Luu, “We want to help foster communication [on Facebook] and make that the most exciting thing you want to be doing.”
  • the American Psychological Association (APA) — which is tasked with protecting children and families from harmful psychological practices — has been essentially silent on the matter
  • APA Ethical Standards require the profession to make efforts to correct the “misuse” of the work of psychologists, which would include the application of B.J. Fogg’s persuasive technologies to influence children against their best interests
  • Manipulating children for profit without their own or parents’ consent, and driving kids to spend more time on devices that contribute to emotional and academic problems is the embodiment of unethical psychological practice.
  • “Never before in history have basically 50 mostly men, mostly 20–35, mostly white engineer designer types within 50 miles of where we are right now [Silicon Valley], had control of what a billion people think and do.”
  • Some may argue that it’s the parents’ responsibility to protect their children from tech industry deception. However, parents have no idea of the powerful forces aligned against them, nor do they know how technologies are developed with drug-like effects to capture kids’ minds
  • Others will claim that nothing should be done because the intention behind persuasive design is to build better products, not manipulate kids
  • similar circumstances exist in the cigarette industry, as tobacco companies have as their intention profiting from the sale of their product, not hurting children. Nonetheless, because cigarettes and persuasive design predictably harm children, actions should be taken to protect kids from their effects.
  • in a 1998 academic paper, Fogg describes what should happen if things go wrong, saying, if persuasive technologies are “deemed harmful or questionable in some regard, a researcher should then either take social action or advocate that others do so.”
  • I suggest turning to President John F. Kennedy’s prescient guidance: He said that technology “has no conscience of its own. Whether it will become a force for good or ill depends on man.”
  • The APA should begin by demanding that the tech industry’s behavioral manipulation techniques be brought out of the shadows and exposed to the light of public awareness
  • Changes should be made in the APA’s Ethics Code to specifically prevent psychologists from manipulating children using digital machines, especially if such influence is known to pose risks to their well-being.
  • Moreover, the APA should follow its Ethical Standards by making strong efforts to correct the misuse of psychological persuasion by the tech industry and by user experience designers outside the field of psychology.
  • It should join with tech executives who are demanding that persuasive design in kids’ tech products be regulated
  • The APA also should make its powerful voice heard amongst the growing chorus calling out tech companies that intentionally exploit children’s vulnerabilities.
sissij

Better Video Games Could Be Driving Young Men Out Of The Workforce | Big Think - 0 views

  • There's an unsettling trend among young American men without a college education: Many can't find work, or don't want jobs at all.
  • And, for the first time in decades, they're more likely to live with their parents than a romantic partner.
  • "These individuals are living with parents or relatives, and happiness surveys actually indicate that they are quite content compared to their peers, making it hard to argue that some sort of constraint, like they are miserable because they can’t find a job, is causing them to play video games." 
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  • But people with high-wage jobs game less. The reason might be that gaming time represents a higher opportunity cost to them, while people with low-wage jobs and no discernible career path might be more willing to trade work for play.
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    I found it very interesting that the product of modern society is creating a new life style and life purpose for people in the modern society. I was very surprised that video games have such a effect on the life of people. However, there are new opportunities coming with the popularity of video games. Professional gaming has gradually become an industry. There are new jobs and opportunity arising with the development of video games, such as a the live-streamers. Although in this article, the author talked a lot about the downsides of the development of video games, I think there is also a good side. --Sissi (3/23/2017)
krystalxu

Why People Play Video Games - 0 views

  • video games are one of the most seductive of all of these activities because they fulfill our psychological needs more efficiently than almost any other activity.
    • krystalxu
       
      But drug and drink can also bring us the same effect.
  • A game’s narrative makes our choices feel significant enough that we buy into the game emotionally, and the feedback system encourages us to keep working.
  • These highly tuned feedback systems are the key to turning video games into an indispensable tool for bettering our future.
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  • Games are more consistent at rewarding us for the choices we make, and they also provide a diversity of choice that the real world doesn’t provide.
  • Many modern – even violent – games might be better teaching tools than we realize.
  • “I think games can provide a framework for understanding contemporary issues such as governmental budgets and spending,”
  • Building blocks of a better world
  • Aside from the physical benefits of gaming, video games excel at setting clear goals and showing a player’s progression towards those goals.
  • The playful nature of video games lowers the barrier of entry for people to get behind new social causes.
  • When used correctly, video games hold the potential to show us the world through a different set of lenses
  • to craft experiences that engage our mind both cognitively and socially, and ultimately make us feel like an active participant in shaping our destiny.
    • krystalxu
       
      ppl can find more effective ways to achieve these goals. It is like the say "do some work while watching TV" to safe time. How about just stop watching TV and do work more efficiently and in more volume?
  • those who play games feel a need to break free from the mundane slavery of their reality.
  • how they encourage or discourage violence, inspire creativity, or nurture laziness.
  • the human ability to play is so powerful.
  • ones more fantastical than our own
  • enjoy retreats to other realities
  • Immersyve’s complex needs-satisfaction metrics narrow down to three basic categories.
  • desire to seek out control or to feel mastery over a situation.
  • need for competence
  • People like to feel successful, and we like to feel like we’re growing and progressing in our knowledge and accomplishments.
  • video games make us feel more accomplished.
  • need is autonomy
  • the desire to feel independent or have a certain amount of control over our actions.
  • need is relatedness.
  • gamers can fulfill this need for relatedness by playing games with friends online,
  • make us feel more competent, more autonomous, and more related because these experiences make us feel good and keep us mentally healthy.
clairemann

Robinhood app makes Wall Street feel like a game to win - instead of a place ... - 0 views

  • Wall Street has long been likened to a casino. Robinhood, an investment app that just filed plans for an initial public offering, makes the comparison more apt than ever.
  • Similarly, Robinhood’s slick and easy-to-use app resembles a thrill-inducing video game rather than a sober investment tool
  • Using gamelike features to influence real-life actions can be beneficial, such as when a health app uses rewards and rankings to encourage people to move more or eat healthier food. But there’s a dark side too, and so-called gamification can lead people to forget the real-world consequences of their decisions.
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  • sometimes with disastrous consequences, such as last year when a Robinhood user died by suicide after mistakenly believing that he’d lost US$750,000.
  • The reason games are so captivating is that they challenge the mind to learn new things and are generally safe spaces to face and overcome failure.
  • Games also mimic rites of passage similar to religious rituals and draw players into highly focused “flow states” that dramatically alter self-awareness. This sensory blend of flow and mastery are what make games fun and sometimes addicting: “Just one more turn” thinking can last for hours, and players forget to eat and sleep. Players who barely remember yesterday’s breakfast recall visceral details from games played decades ago.
  • The psychological impact of game play can also be harnessed for profit.
  • For example, many free-to-play video games such as Angry Birds 2 and Fortnite give players the option to spend real money on in-game items such as new and even angrier birds or character skins.
  • This “free-to-play” model is so profitable that it’s grown increasingly popular with video game designers and publishers.
  • Gamification, however, goes one step further and uses gaming elements to influence real-world behavior.
  • . Common elements include badges, points, rankings and progress bars that visually encourage players to achieve goals.
  • Many readers likely have experienced this type of gamification to improve personal fitness, get better grades, build savings accounts and even solve major scientific problems. Some initiatives also include offering rewards that can be cashed in for participating in actual civic projects, such as volunteering in a park, commenting on a piece of legislation or visiting a government website.
Javier E

The Lasting Lessons of John Conway's Game of Life - The New York Times - 0 views

  • “Because of its analogies with the rise, fall and alterations of a society of living organisms, it belongs to a growing class of what are called ‘simulation games,’” Mr. Gardner wrote when he introduced Life to the world 50 years ago with his October 1970 column.
  • The Game of Life motivated the use of cellular automata in the rich field of complexity science, with simulations modeling everything from ants to traffic, clouds to galaxies. More trivially, the game attracted a cult of “Lifenthusiasts,” programmers who spent a lot of time hacking Life — that is, constructing patterns in hopes of spotting new Life-forms.
  • The tree of Life also includes oscillators, such as the blinker, and spaceships of various sizes (the glider being the smallest).
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  • Patterns that didn’t change one generation to the next, Dr. Conway called still lifes — such as the four-celled block, the six-celled beehive or the eight-celled pond. Patterns that took a long time to stabilize, he called methuselahs.
  • The second thing Life shows us is something that Darwin hit upon when he was looking at Life, the organic version. Complexity arises from simplicity!
  • I first encountered Life at the Exploratorium in San Francisco in 1978. I was hooked immediately by the thing that has always hooked me — watching complexity arise out of simplicity.
  • Life shows you two things. The first is sensitivity to initial conditions. A tiny change in the rules can produce a huge difference in the output, ranging from complete destruction (no dots) through stasis (a frozen pattern) to patterns that keep changing as they unfold.
  • Life shows us complex virtual “organisms” arising out of the interaction of a few simple rules — so goodbye “Intelligent Design.”
  • I’ve wondered for decades what one could learn from all that Life hacking. I recently realized it’s a great place to try to develop “meta-engineering” — to see if there are general principles that govern the advance of engineering and help us predict the overall future trajectory of technology.
  • Melanie Mitchell— Professor of complexity, Santa Fe Institute
  • Given that Conway’s proof that the Game of Life can be made to simulate a Universal Computer — that is, it could be “programmed” to carry out any computation that a traditional computer can do — the extremely simple rules can give rise to the most complex and most unpredictable behavior possible. This means that there are certain properties of the Game of Life that can never be predicted, even in principle!
  • I use the Game of Life to make vivid for my students the ideas of determinism, higher-order patterns and information. One of its great features is that nothing is hidden; there are no black boxes in Life, so you know from the outset that anything that you can get to happen in the Life world is completely unmysterious and explicable in terms of a very large number of simple steps by small items.
  • In Thomas Pynchon’s novel “Gravity’s Rainbow,” a character says, “But you had taken on a greater and more harmful illusion. The illusion of control. That A could do B. But that was false. Completely. No one can do. Things only happen.”This is compelling but wrong, and Life is a great way of showing this.
  • In Life, we might say, things only happen at the pixel level; nothing controls anything, nothing does anything. But that doesn’t mean that there is no such thing as action, as control; it means that these are higher-level phenomena composed (entirely, with no magic) from things that only happen.
  • Stephen Wolfram— Scientist and C.E.O., Wolfram Research
  • Brian Eno— Musician, London
  • Bert Chan— Artificial-life researcher and creator of the continuous cellular automaton “Lenia,” Hong Kong
  • it did have a big impact on beginner programmers, like me in the 90s, giving them a sense of wonder and a kind of confidence that some easy-to-code math models can produce complex and beautiful results. It’s like a starter kit for future software engineers and hackers, together with Mandelbrot Set, Lorenz Attractor, et cetera.
  • if we think about our everyday life, about corporations and governments, the cultural and technical infrastructures humans built for thousands of years, they are not unlike the incredible machines that are engineered in Life.
  • In normal times, they are stable and we can keep building stuff one component upon another, but in harder times like this pandemic or a new Cold War, we need something that is more resilient and can prepare for the unpreparable. That would need changes in our “rules of life,” which we take for granted.
  • Rudy Rucker— Mathematician and author of “Ware Tetralogy,” Los Gatos, Calif.
  • That’s what chaos is about. The Game of Life, or a kinky dynamical system like a pair of pendulums, or a candle flame, or an ocean wave, or the growth of a plant — they aren’t readily predictable. But they are not random. They do obey laws, and there are certain kinds of patterns — chaotic attractors — that they tend to produce. But again, unpredictable is not random. An important and subtle distinction which changed my whole view of the world.
  • William Poundstone— Author of “The Recursive Universe: Cosmic Complexity and the Limits of Scientific Knowledge,” Los Angeles, Calif.
  • The Game of Life’s pulsing, pyrotechnic constellations are classic examples of emergent phenomena, introduced decades before that adjective became a buzzword.
  • Fifty years later, the misfortunes of 2020 are the stuff of memes. The biggest challenges facing us today are emergent: viruses leaping from species to species; the abrupt onset of wildfires and tropical storms as a consequence of a small rise in temperature; economies in which billions of free transactions lead to staggering concentrations of wealth; an internet that becomes more fraught with hazard each year
  • Looming behind it all is our collective vision of an artificial intelligence-fueled future that is certain to come with surprises, not all of them pleasant.
  • The name Conway chose — the Game of Life — frames his invention as a metaphor. But I’m not sure that even he anticipated how relevant Life would become, and that in 50 years we’d all be playing an emergent game of life and death.
ilanaprincilus06

Why it's too soon to classify gaming addiction as a mental disorder | Science | The Gua... - 0 views

  • In Europe, recent figures indicate that games are played by more than two thirds of children and adolescents, and a substantial number of adults now play games
  • 30 academics wrote a paper in which they opposed the gaming disorder classification, arguing there was a lack of consensus among researchers who study games and that the quality of the evidence base was low.
  • gaming disorder in the WHO draft are very similar to those used to define gambling disorder. It’s an interesting approach, but it risks pathologising behaviours that are normal for hundreds of millions of regular gamers.
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  • This could stigmatise many highly engaged people for whom gaming is one of their main hobbies.
  • concerns about gaming addiction might reflect a moral panic instead of solid science.
  • there is no consensus on the definition of video game addiction, the essential symptoms or indicators, or the core features of the mental health condition.
  • What is currently missing is a body of studies where scientists preregister their methods and hypotheses prior to collecting data samples online.
  • we believe rigorous scientific research into gaming addiction is essential.
runlai_jiang

Trump holds games violence meeting - BBC News - 0 views

  • US President Donald Trump has met video games company representatives to discuss violent content.
  • The meeting came in the wake of last month's shooting at a school in Florida in which 17 people died.The president has in the past expressed the view that violent games were "shaping young people's thoughts".
  • Critics of the industry included Brent Bozell from the Media Research Center. He has frequently called for a reduction of violence in games.
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  • On several occasions, President Trump has pointed to video game violence as being a problem potentially affecting American youths."Video game violence & glorification must be stopped," he wrote on Twitter in December 2012.
  • “Video games are enjoyed around the world and numerous authorities and reputable scientific studies have found no connection between games and real-life violence," the ESA said in a statement.
  • In 2013, following the death of 20 pre-school children and six staff members at Sandy Hook Elementary School in Connecticut, the vice-president at the time, Joe Biden, met games representatives from firms such as Electronic Arts and Epic.Mr Biden said games companies were not being "singled out" and there was no "silver bullet" when it came to solving the issue. He said there was no good data either way to support or disprove claims that games violence provoked real actions.
Javier E

What Gamergate should have taught us about the 'alt-right' | Technology | The Guardian - 0 views

  • Gamergate
  • The 2014 hashtag campaign, ostensibly founded to protest about perceived ethical failures in games journalism, clearly thrived on hate – even though many of those who aligned themselves with the movement either denied there was a problem with harassment, or wrote it off as an unfortunate side effect
  • ure, women, minorities and progressive voices within the industry were suddenly living in fear. Sure, those who spoke out in their defence were quickly silenced through exhausting bursts of online abuse. But that wasn’t why people supported it, right? They were disenfranchised, felt ignored, and wanted to see a systematic change.
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  • Is this all sounding rather familiar now? Does it remind you of something?
  • it quickly became clear that the GamerGate movement was a mess – an undefined mission to Make Video Games Great Again via undecided means.
  • fter all, the culture war that began in games now has a senior representative in The White House. As a founder member and former executive chair of Brietbart News, Steve Bannon had a hand in creating media monster Milo Yiannopoulos, who built his fame and Twitter following by supporting and cheerleading Gamergate. This hashtag was the canary in the coalmine, and we ignored it.
  • Gamergate was an online movement that effectively began because a man wanted to punish his ex girlfriend. Its most notable achievement was harassing a large number of progressive figures - mostly women – to the point where they felt unsafe or considered leaving the industry
  • The similarities between Gamergate and the far-right online movement, the “alt-right”, are huge, startling and in no way a coincidence
  • These figures gave Gamergate a new sense of direction – generalising the rhetoric: this was now a wider war between “Social Justice Warriors” (SJWs) and everyday, normal, decent people. Games were simply the tip of the iceberg – progressive values, went the argument, were destroying everything
  • In 2016, new wave conservative media outlets like Breitbart have gained trust with their audience by painting traditional news sources as snooty and aloof. In 2014, video game YouTube stars, seeking to appear in touch with online gaming communities, unscrupulously proclaimed that traditional old-media sources were corrupt. Everything we’re seeing now, had its precedent two years ago.
  • With 2014’s Gamergate, Breitbart seized the opportunity to harness the pre-existing ignorance and anger among disaffected young white dudes. With Trump’s movement in 2016, the outlet was effectively running his campaign: Steve Bannon took leave of his role at the company in August 2016 when he was hired as chief executive of Trump’s presidential campaign
  • young men converted via 2014’s Gamergate, are being more widely courted now. By leveraging distrust and resentment towards women, minorities and progressives, many of Gamergate’s most prominent voices – characters like Mike Cernovich, Adam Baldwin, and Milo Yiannopoulos – drew power and influence from its chaos
  • no one in the movement was willing to be associated with the abuse being carried out in its name. Prominent supporters on Twitter, in subreddits and on forums like 8Chan, developed a range of pernicious rhetorical devices and defences to distance themselves from threats to women and minorities in the industry: the targets were lying or exaggerating, they were too precious; a language of dismissal and belittlement was formed against them. Safe spaces, snowflakes, unicorns, cry bullies. Even when abuse was proven, the usual response was that people on their side were being abused too. These techniques, forged in Gamergate, have become the standard toolset of far-right voices online
  • The majority of people who voted for Trump will never take responsibility for his racist, totalitarian policies, but they’ll provide useful cover and legitimacy for those who demand the very worst from the President Elect. Trump himself may have disavowed the “alt-right”, but his rhetoric has led to them feeling legitimised. As with Gamergate, the press risks being manipulated into a position where it has to tread a respectful middle ground that doesn’t really exist.
  • Using 4chan (and then the more sympathetic offshoot 8Chan) to plan their subversions and attacks made Gamergate a terribly sloppy operation, leaving a trail of evidence that made it quite clear the whole thing was purposefully, plainly nasty. But the video game industry didn’t have the spine to react, and allowed the movement to coagulate – forming a mass of spiteful disappointment that Breitbart was only more than happy to coddle
  • Historically, that seems to be Breitbart’s trick - strongly represent a single issue in order to earn trust, and then gradually indoctrinate to suit wider purposes. With Gamergate, they purposefully went fishing for anti-feminists. 2016’s batch of fresh converts – the white extremists – came from enticing conspiracy theories about the global neoliberal elite secretly controlling the world.
  • The greatest strength of Gamergate, though, was that it actually appeared to represent many left-leaning ideals: stamping out corruption in the press, pushing for better ethical practices, battling for openness.
  • There are similarities here with many who support Trump because of his promises to put an end to broken neo-liberalism, to “drain the swamp” of establishment corruption. Many left-leaning supporters of Gamergate sought to intellectualise their alignment with the hashtag, adopting familiar and acceptable labels of dissent – identifying as libertarian, egalitarian, humanist.
  • At best they unknowingly facilitated abuse, defending their own freedom of expression while those who actually needed support were threatened and attacked.
  • Genuine discussions over criticism, identity and censorship were paralysed and waylaid by Twitter voices obsessed with rhetorical fallacies and pedantic debating practices. While the core of these movements make people’s lives hell, the outer shell – knowingly or otherwise – protect abusers by insisting that the real problem is that you don’t want to talk, or won’t provide the ever-shifting evidence they politely require.
  • In 2017, the tactics used to discredit progressive game critics and developers will be used to discredit Trump and Bannon’s critics. There will be gaslighting, there will be attempts to make victims look as though they are losing their grip on reality, to the point that they gradually even start to believe it. The “post-truth” reality is not simply an accident – it is a concerted assault on the rational psyche.
  • The strangest aspect of Gamergate is that it consistently didn’t make any sense: people chose to align with it, and yet refused responsibility. It was constantly demanded that we debate the issues, but explanations and facts were treated with scorn. Attempts to find common ground saw the specifics of the demands being shifted: we want you to listen to us; we want you to change your ways; we want you to close your publication down. This movement that ostensibly wanted to protect free speech from cry bully SJWs simultaneously did what it could to endanger sites it disagreed with, encouraging advertisers to abandon support for media outlets that published stories critical of the hashtag. The petulance of that movement is disturbingly echoed in Trump’s own Twitter feed.
  • Looking back, Gamergate really only made sense in one way: as an exemplar of what Umberto Eco called “eternal fascism”, a form of extremism he believed could flourish at any point in, in any place – a fascism that would extol traditional values, rally against diversity and cultural critics, believe in the value of action above thought and encourage a distrust of intellectuals or experts – a fascism built on frustration and machismo. The requirement of this formless fascism would – above all else – be to remain in an endless state of conflict, a fight against a foe who must always be portrayed as impossibly strong and laughably weak
  • 2016 has presented us with a world in which our reality is being wilfully manipulated. Fake news, divisive algorithms, misleading social media campaigns.
  • The same voices moved into other geek communities, especially comics, where Marvel and DC were criticised for progressive storylines and decisions. They moved into science fiction with the controversy over the Hugo awards. They moved into cinema with the revolting kickback against the all-female Ghostbusters reboot.
  • Perhaps the true lesson of Gamergate was that the media is culturally unequipped to deal with the forces actively driving these online movements. The situation was horrifying enough two years ago, it is many times more dangerous now.
paisleyd

'Brain training' app may improve memory, daily functioning of people with schizophrenia... - 0 views

  • A 'brain training' iPad game developed and tested by researchers at the University of Cambridge may improve the memory of patients with schizophrenia
  • Schizophrenia is a long-term mental health condition that causes a range of psychological symptoms, ranging from changes in behaviour through to hallucinations and delusions
  • patients are still left with debilitating cognitive impairments, including in their memory
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  • increasing evidence that computer-assisted training and rehabilitation can help people with schizophrenia overcome some of their symptoms
  • Schizophrenia is estimated to cost £13.1 billion per year in total in the UK, so even small improvements in cognitive functions could help patients make the transition to independent living
  • The game, Wizard, was the result of a nine-month collaboration between psychologists, neuroscientists, a professional game-developer and people with schizophrenia
  • The memory task was woven into a narrative in which the player was allowed to choose their own character and name; the game rewarded progress with additional in-game activities to provide the user with a sense of progression independent of the cognitive training process
  • Participants in the training group played the memory game for a total of eight hours over a four-week period; participants in the control group continued their treatment as usual. At the end of the four weeks, the researchers tested all participants' episodic memory using the Cambridge Neuropsychological Test Automated Battery (CANTAB) PAL, as well as their level of enjoyment and motivation, and their score on the Global Assessment of Functioning (GAF) scale
  • patients who had played the memory game made significantly fewer errors and needed significantly fewer attempts to remember the location of different patterns in the CANTAB PAL test relative to the control group. In addition, patients in the cognitive training group saw an increase in their score on the GAF scale
  • Because the game is interesting, even those patients with a general lack of motivation are spurred on to continue the training
  • used in conjunction with medication and current psychological therapies, this could help people with schizophrenia minimise the impact of their illness on everyday life
  • It is not clear exactly how the apps also improved the patients' daily functioning, but the researchers suggest it may be because improvements in memory had a direct impact on global functions or that the cognitive training may have had an indirect impact on functionality by improving general motivation and restoring self-esteem
  • This new app will allow the Wizard memory game to become widely available, inexpensively. State-of-the-art neuroscience at the University of Cambridge, combined with the innovative approach at Peak, will help bring the games industry to a new level and promote the benefits of cognitive enhancement
Javier E

Video Games Aren't Addictive - The New York Times - 0 views

  • the neuroscientific analogy: that the areas in the brain associated with the pleasures of drug use are the same as those associated with the pleasures of playing video games. This is true but not illuminating. These areas of the brain — those that produce and respond to the neurotransmitter dopamine — are involved in just about any pleasurable activity: having sex, enjoying a nice conversation, eating good food, reading a book, using methamphetamines.
  • A large-scale study of internet-based games recently published in the American Journal of Psychiatry bears out our skepticism about this “addiction.” Using the American Psychiatric Association’s own metrics for ascertaining psychiatric disorder, the study’s researchers found that at most 1 percent of video game players might exhibit characteristics of an addiction and that the games were significantly less addictive than, say, gambling.
  • More damning, the study found that almost none of those classified as being possibly addicted to video games experienced negative outcomes from this addiction. That is, the mental, physical and social health of these potential “addicts” was not different from that of individuals who were not addicted to video games. This suggests that the diagnosis of addiction doesn’t make much sense to begin with
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  • Consider a common diagnostic question used to help identify addiction, such as “I always use X to relax after a bad day.” Well, if X is methamphetamine, that’s a worrisome choice, one that presumably indicates addiction. But if X is playing video games, how is that different from unwinding after work by knitting, watching sports or playing bridge?
Emily Horwitz

Studying the Effects of Playing Violent Video Games - NYTimes.com - 1 views

  •  
    This article talked about the connection for which psychologists are looking between violent video games and actual violence. Some studies have shown that exposure to a violent video game has short term effects, that drive people to act more rudely. However, other studies have shown that an increase in violent video game sales over a period of time have sometimes led to a decrease in crime. I'm interested to see if these psychologists can run some sort of brain scan as well, to see if there really is some sort of biological basis for a difference in behavior. Additionally, it would be great to see if the same phenomena occurred with violent or psychopathic movies or television shows.
sissij

Super Mario Run's Not-So-Super Gender Politics - The New York Times - 0 views

  • Super Mario Run begins, as does almost every Super Mario title, with Princess Peach becoming a hostage who must be rescued by Mario. Just before her ritual kidnapping, Peach invites Mario to her castle and pledges to bake him a cake. Upon her rescue, she kisses Mario. The game also includes a second female character, Toadette, whose job is to wave a flag before and after a race, like a character from “Grease.”
  • But Super Mario Run relegates its female characters to positions of near helplessness. Peach and Toadette become playable only after you complete certain tasks, which makes the women in the game feel like prizes.
  • Still, lots of girls and women play video games. There are more women over 30 who play video games than boys under 18 who play, according to the industry’s lobbying arm, the Entertainment Software Association. A Pew Research Center survey published last year found that almost 60 percent of girls between the ages of 13 and 17 are gamers.
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  • The knowledge that video games possess this power, that they allow us to adopt new identities and grant us new ways of seeing ourselves, is as old as Mario’s quest for his princess.
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    The gender stereotype is everywhere, even in the most popular games. I am astonished that I become so numb about this kind of story. I have just played this game recently and I didn't feel anything weird or strange. It shows how deep this kind of stereotype is planted in my brain. I subconsciously put this kind of story into the category of normal. What we feel is common or right might not be correct in another person's perspective. It is always mind-blowing to see that how unusually or inappropriate something I think is normal can be. --Sissi (12/22/2016)
Javier E

They're Watching You at Work - Don Peck - The Atlantic - 2 views

  • Predictive statistical analysis, harnessed to big data, appears poised to alter the way millions of people are hired and assessed.
  • By one estimate, more than 98 percent of the world’s information is now stored digitally, and the volume of that data has quadrupled since 2007.
  • The application of predictive analytics to people’s careers—an emerging field sometimes called “people analytics”—is enormously challenging, not to mention ethically fraught
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  • By the end of World War II, however, American corporations were facing severe talent shortages. Their senior executives were growing old, and a dearth of hiring from the Depression through the war had resulted in a shortfall of able, well-trained managers. Finding people who had the potential to rise quickly through the ranks became an overriding preoccupation of American businesses. They began to devise a formal hiring-and-management system based in part on new studies of human behavior, and in part on military techniques developed during both world wars, when huge mobilization efforts and mass casualties created the need to get the right people into the right roles as efficiently as possible. By the 1950s, it was not unusual for companies to spend days with young applicants for professional jobs, conducting a battery of tests, all with an eye toward corner-office potential.
  • But companies abandoned their hard-edged practices for another important reason: many of their methods of evaluation turned out not to be very scientific.
  • this regime, so widespread in corporate America at mid-century, had almost disappeared by 1990. “I think an HR person from the late 1970s would be stunned to see how casually companies hire now,”
  • Many factors explain the change, he said, and then he ticked off a number of them: Increased job-switching has made it less important and less economical for companies to test so thoroughly. A heightened focus on short-term financial results has led to deep cuts in corporate functions that bear fruit only in the long term. The Civil Rights Act of 1964, which exposed companies to legal liability for discriminatory hiring practices, has made HR departments wary of any broadly applied and clearly scored test that might later be shown to be systematically biased.
  • about a quarter of the country’s corporations were using similar tests to evaluate managers and junior executives, usually to assess whether they were ready for bigger roles.
  • He has encouraged the company’s HR executives to think about applying the games to the recruitment and evaluation of all professional workers.
  • Knack makes app-based video games, among them Dungeon Scrawl, a quest game requiring the player to navigate a maze and solve puzzles, and Wasabi Waiter, which involves delivering the right sushi to the right customer at an increasingly crowded happy hour. These games aren’t just for play: they’ve been designed by a team of neuroscientists, psychologists, and data scientists to suss out human potential. Play one of them for just 20 minutes, says Guy Halfteck, Knack’s founder, and you’ll generate several megabytes of data, exponentially more than what’s collected by the SAT or a personality test. How long you hesitate before taking every action, the sequence of actions you take, how you solve problems—all of these factors and many more are logged as you play, and then are used to analyze your creativity, your persistence, your capacity to learn quickly from mistakes, your ability to prioritize, and even your social intelligence and personality. The end result, Halfteck says, is a high-resolution portrait of your psyche and intellect, and an assessment of your potential as a leader or an innovator.
  • When the results came back, Haringa recalled, his heart began to beat a little faster. Without ever seeing the ideas, without meeting or interviewing the people who’d proposed them, without knowing their title or background or academic pedigree, Knack’s algorithm had identified the people whose ideas had panned out. The top 10 percent of the idea generators as predicted by Knack were in fact those who’d gone furthest in the process.
  • What Knack is doing, Haringa told me, “is almost like a paradigm shift.” It offers a way for his GameChanger unit to avoid wasting time on the 80 people out of 100—nearly all of whom look smart, well-trained, and plausible on paper—whose ideas just aren’t likely to work out.
  • Aptitude, skills, personal history, psychological stability, discretion, loyalty—companies at the time felt they had a need (and the right) to look into them all. That ambit is expanding once again, and this is undeniably unsettling. Should the ideas of scientists be dismissed because of the way they play a game? Should job candidates be ranked by what their Web habits say about them? Should the “data signature” of natural leaders play a role in promotion? These are all live questions today, and they prompt heavy concerns: that we will cede one of the most subtle and human of skills, the evaluation of the gifts and promise of other people, to machines; that the models will get it wrong; that some people will never get a shot in the new workforce.
  • scoring distance from work could violate equal-employment-opportunity standards. Marital status? Motherhood? Church membership? “Stuff like that,” Meyerle said, “we just don’t touch”—at least not in the U.S., where the legal environment is strict. Meyerle told me that Evolv has looked into these sorts of factors in its work for clients abroad, and that some of them produce “startling results.”
  • consider the alternative. A mountain of scholarly literature has shown that the intuitive way we now judge professional potential is rife with snap judgments and hidden biases, rooted in our upbringing or in deep neurological connections that doubtless served us well on the savanna but would seem to have less bearing on the world of work.
  • We may like to think that society has become more enlightened since those days, and in many ways it has, but our biases are mostly unconscious, and they can run surprisingly deep. Consider race. For a 2004 study called “Are Emily and Greg More Employable Than Lakisha and Jamal?,” the economists Sendhil Mullainathan and Marianne Bertrand put white-sounding names (Emily Walsh, Greg Baker) or black-sounding names (Lakisha Washington, Jamal Jones) on similar fictitious résumés, which they then sent out to a variety of companies in Boston and Chicago. To get the same number of callbacks, they learned, they needed to either send out half again as many résumés with black names as those with white names, or add eight extra years of relevant work experience to the résumés with black names.
  • a sociologist at Northwestern, spent parts of the three years from 2006 to 2008 interviewing professionals from elite investment banks, consultancies, and law firms about how they recruited, interviewed, and evaluated candidates, and concluded that among the most important factors driving their hiring recommendations were—wait for it—shared leisure interests.
  • Lacking “reliable predictors of future performance,” Rivera writes, “assessors purposefully used their own experiences as models of merit.” Former college athletes “typically prized participation in varsity sports above all other types of involvement.” People who’d majored in engineering gave engineers a leg up, believing they were better prepared.
  • the prevailing system of hiring and management in this country involves a level of dysfunction that should be inconceivable in an economy as sophisticated as ours. Recent survey data collected by the Corporate Executive Board, for example, indicate that nearly a quarter of all new hires leave their company within a year of their start date, and that hiring managers wish they’d never extended an offer to one out of every five members on their team
  • In the late 1990s, as these assessments shifted from paper to digital formats and proliferated, data scientists started doing massive tests of what makes for a successful customer-support technician or salesperson. This has unquestionably improved the quality of the workers at many firms.
  • In 2010, however, Xerox switched to an online evaluation that incorporates personality testing, cognitive-skill assessment, and multiple-choice questions about how the applicant would handle specific scenarios that he or she might encounter on the job. An algorithm behind the evaluation analyzes the responses, along with factual information gleaned from the candidate’s application, and spits out a color-coded rating: red (poor candidate), yellow (middling), or green (hire away). Those candidates who score best, I learned, tend to exhibit a creative but not overly inquisitive personality, and participate in at least one but not more than four social networks, among many other factors. (Previous experience, one of the few criteria that Xerox had explicitly screened for in the past, turns out to have no bearing on either productivity or retention
  • When Xerox started using the score in its hiring decisions, the quality of its hires immediately improved. The rate of attrition fell by 20 percent in the initial pilot period, and over time, the number of promotions rose. Xerox still interviews all candidates in person before deciding to hire them, Morse told me, but, she added, “We’re getting to the point where some of our hiring managers don’t even want to interview anymore”
  • Gone are the days, Ostberg told me, when, say, a small survey of college students would be used to predict the statistical validity of an evaluation tool. “We’ve got a data set of 347,000 actual employees who have gone through these different types of assessments or tools,” he told me, “and now we have performance-outcome data, and we can split those and slice and dice by industry and location.”
  • Evolv’s tests allow companies to capture data about everybody who applies for work, and everybody who gets hired—a complete data set from which sample bias, long a major vexation for industrial-organization psychologists, simply disappears. The sheer number of observations that this approach makes possible allows Evolv to say with precision which attributes matter more to the success of retail-sales workers (decisiveness, spatial orientation, persuasiveness) or customer-service personnel at call centers (rapport-building)
  • There are some data that Evolv simply won’t use, out of a concern that the information might lead to systematic bias against whole classes of people
  • the idea that hiring was a science fell out of favor. But now it’s coming back, thanks to new technologies and methods of analysis that are cheaper, faster, and much-wider-ranging than what we had before
  • what most excites him are the possibilities that arise from monitoring the entire life cycle of a worker at any given company.
  • Now the two companies are working together to marry pre-hire assessments to an increasing array of post-hire data: about not only performance and duration of service but also who trained the employees; who has managed them; whether they were promoted to a supervisory role, and how quickly; how they performed in that role; and why they eventually left.
  • What begins with an online screening test for entry-level workers ends with the transformation of nearly every aspect of hiring, performance assessment, and management.
  • I turned to Sandy Pentland, the director of the Human Dynamics Laboratory at MIT. In recent years, Pentland has pioneered the use of specialized electronic “badges” that transmit data about employees’ interactions as they go about their days. The badges capture all sorts of information about formal and informal conversations: their length; the tone of voice and gestures of the people involved; how much those people talk, listen, and interrupt; the degree to which they demonstrate empathy and extroversion; and more. Each badge generates about 100 data points a minute.
  • he tried the badges out on about 2,500 people, in 21 different organizations, and learned a number of interesting lessons. About a third of team performance, he discovered, can usually be predicted merely by the number of face-to-face exchanges among team members. (Too many is as much of a problem as too few.) Using data gathered by the badges, he was able to predict which teams would win a business-plan contest, and which workers would (rightly) say they’d had a “productive” or “creative” day. Not only that, but he claimed that his researchers had discovered the “data signature” of natural leaders, whom he called “charismatic connectors” and all of whom, he reported, circulate actively, give their time democratically to others, engage in brief but energetic conversations, and listen at least as much as they talk.
  • His group is developing apps to allow team members to view their own metrics more or less in real time, so that they can see, relative to the benchmarks of highly successful employees, whether they’re getting out of their offices enough, or listening enough, or spending enough time with people outside their own team.
  • Torrents of data are routinely collected by American companies and now sit on corporate servers, or in the cloud, awaiting analysis. Bloomberg reportedly logs every keystroke of every employee, along with their comings and goings in the office. The Las Vegas casino Harrah’s tracks the smiles of the card dealers and waitstaff on the floor (its analytics team has quantified the impact of smiling on customer satisfaction). E‑mail, of course, presents an especially rich vein to be mined for insights about our productivity, our treatment of co-workers, our willingness to collaborate or lend a hand, our patterns of written language, and what those patterns reveal about our intelligence, social skills, and behavior.
  • people analytics will ultimately have a vastly larger impact on the economy than the algorithms that now trade on Wall Street or figure out which ads to show us. He reminded me that we’ve witnessed this kind of transformation before in the history of management science. Near the turn of the 20th century, both Frederick Taylor and Henry Ford famously paced the factory floor with stopwatches, to improve worker efficiency.
  • “The quantities of data that those earlier generations were working with,” he said, “were infinitesimal compared to what’s available now. There’s been a real sea change in the past five years, where the quantities have just grown so large—petabytes, exabytes, zetta—that you start to be able to do things you never could before.”
  • People analytics will unquestionably provide many workers with more options and more power. Gild, for example, helps companies find undervalued software programmers, working indirectly to raise those people’s pay. Other companies are doing similar work. One called Entelo, for instance, specializes in using algorithms to identify potentially unhappy programmers who might be receptive to a phone cal
  • He sees it not only as a boon to a business’s productivity and overall health but also as an important new tool that individual employees can use for self-improvement: a sort of radically expanded The 7 Habits of Highly Effective People, custom-written for each of us, or at least each type of job, in the workforce.
  • the most exotic development in people analytics today is the creation of algorithms to assess the potential of all workers, across all companies, all the time.
  • The way Gild arrives at these scores is not simple. The company’s algorithms begin by scouring the Web for any and all open-source code, and for the coders who wrote it. They evaluate the code for its simplicity, elegance, documentation, and several other factors, including the frequency with which it’s been adopted by other programmers. For code that was written for paid projects, they look at completion times and other measures of productivity. Then they look at questions and answers on social forums such as Stack Overflow, a popular destination for programmers seeking advice on challenging projects. They consider how popular a given coder’s advice is, and how widely that advice ranges.
  • The algorithms go further still. They assess the way coders use language on social networks from LinkedIn to Twitter; the company has determined that certain phrases and words used in association with one another can distinguish expert programmers from less skilled ones. Gild knows these phrases and words are associated with good coding because it can correlate them with its evaluation of open-source code, and with the language and online behavior of programmers in good positions at prestigious companies.
  • having made those correlations, Gild can then score programmers who haven’t written open-source code at all, by analyzing the host of clues embedded in their online histories. They’re not all obvious, or easy to explain. Vivienne Ming, Gild’s chief scientist, told me that one solid predictor of strong coding is an affinity for a particular Japanese manga site.
  • Gild’s CEO, Sheeroy Desai, told me he believes his company’s approach can be applied to any occupation characterized by large, active online communities, where people post and cite individual work, ask and answer professional questions, and get feedback on projects. Graphic design is one field that the company is now looking at, and many scientific, technical, and engineering roles might also fit the bill. Regardless of their occupation, most people leave “data exhaust” in their wake, a kind of digital aura that can reveal a lot about a potential hire.
  • professionally relevant personality traits can be judged effectively merely by scanning Facebook feeds and photos. LinkedIn, of course, captures an enormous amount of professional data and network information, across just about every profession. A controversial start-up called Klout has made its mission the measurement and public scoring of people’s online social influence.
  • Mullainathan expressed amazement at how little most creative and professional workers (himself included) know about what makes them effective or ineffective in the office. Most of us can’t even say with any certainty how long we’ve spent gathering information for a given project, or our pattern of information-gathering, never mind know which parts of the pattern should be reinforced, and which jettisoned. As Mullainathan put it, we don’t know our own “production function.”
  • Over time, better job-matching technologies are likely to begin serving people directly, helping them see more clearly which jobs might suit them and which companies could use their skills. In the future, Gild plans to let programmers see their own profiles and take skills challenges to try to improve their scores. It intends to show them its estimates of their market value, too, and to recommend coursework that might allow them to raise their scores even more. Not least, it plans to make accessible the scores of typical hires at specific companies, so that software engineers can better see the profile they’d need to land a particular job
  • Knack, for its part, is making some of its video games available to anyone with a smartphone, so people can get a better sense of their strengths, and of the fields in which their strengths would be most valued. (Palo Alto High School recently adopted the games to help students assess careers.) Ultimately, the company hopes to act as matchmaker between a large network of people who play its games (or have ever played its games) and a widening roster of corporate clients, each with its own specific profile for any given type of job.
  • When I began my reporting for this story, I was worried that people analytics, if it worked at all, would only widen the divergent arcs of our professional lives, further gilding the path of the meritocratic elite from cradle to grave, and shutting out some workers more definitively. But I now believe the opposite is likely to happen, and that we’re headed toward a labor market that’s fairer to people at every stage of their careers
  • For decades, as we’ve assessed people’s potential in the professional workforce, the most important piece of data—the one that launches careers or keeps them grounded—has been educational background: typically, whether and where people went to college, and how they did there. Over the past couple of generations, colleges and universities have become the gatekeepers to a prosperous life. A degree has become a signal of intelligence and conscientiousness, one that grows stronger the more selective the school and the higher a student’s GPA, that is easily understood by employers, and that, until the advent of people analytics, was probably unrivaled in its predictive powers.
  • the limitations of that signal—the way it degrades with age, its overall imprecision, its many inherent biases, its extraordinary cost—are obvious. “Academic environments are artificial environments,” Laszlo Bock, Google’s senior vice president of people operations, told The New York Times in June. “People who succeed there are sort of finely trained, they’re conditioned to succeed in that environment,” which is often quite different from the workplace.
  • because one’s college history is such a crucial signal in our labor market, perfectly able people who simply couldn’t sit still in a classroom at the age of 16, or who didn’t have their act together at 18, or who chose not to go to graduate school at 22, routinely get left behind for good. That such early factors so profoundly affect career arcs and hiring decisions made two or three decades later is, on its face, absurd.
  • I spoke with managers at a lot of companies who are using advanced analytics to reevaluate and reshape their hiring, and nearly all of them told me that their research is leading them toward pools of candidates who didn’t attend college—for tech jobs, for high-end sales positions, for some managerial roles. In some limited cases, this is because their analytics revealed no benefit whatsoever to hiring people with college degrees; in other cases, and more often, it’s because they revealed signals that function far better than college history,
  • Google, too, is hiring a growing number of nongraduates. Many of the people I talked with reported that when it comes to high-paying and fast-track jobs, they’re reducing their preference for Ivy Leaguers and graduates of other highly selective schools.
  • This process is just beginning. Online courses are proliferating, and so are online markets that involve crowd-sourcing. Both arenas offer new opportunities for workers to build skills and showcase competence. Neither produces the kind of instantly recognizable signals of potential that a degree from a selective college, or a first job at a prestigious firm, might. That’s a problem for traditional hiring managers, because sifting through lots of small signals is so difficult and time-consuming.
  • all of these new developments raise philosophical questions. As professional performance becomes easier to measure and see, will we become slaves to our own status and potential, ever-focused on the metrics that tell us how and whether we are measuring up? Will too much knowledge about our limitations hinder achievement and stifle our dreams? All I can offer in response to these questions, ironically, is my own gut sense, which leads me to feel cautiously optimistic.
  • Google’s understanding of the promise of analytics is probably better than anybody else’s, and the company has been changing its hiring and management practices as a result of its ongoing analyses. (Brainteasers are no longer used in interviews, because they do not correlate with job success; GPA is not considered for anyone more than two years out of school, for the same reason—the list goes on.) But for all of Google’s technological enthusiasm, these same practices are still deeply human. A real, live person looks at every résumé the company receives. Hiring decisions are made by committee and are based in no small part on opinions formed during structured interviews.
clairemann

WHO Makes 'Gaming Disorder' an Official Medical Condition | Time - 0 views

  • Nearly anywhere you go, it’s easy to find children and adults alike transfixed by their phones, and while texting and social media certainly claim a big part of that attention, increasingly it’s gaming that’s drawing us in.
  • Last year, the WHO voted to include gaming disorder as an official condition in the draft version of its latest International Classification of Diseases (ICD); the vote finalizes that decision. The WHO’s ICD, currently in its 11th edition, serves as the international standard for diagnosing and treating health conditions.
  • According to the WHO experts who analyzed studies on gaming behavior, people’s use of gaming is different from their use of the internet, social media, online gambling and online shopping. There isn’t sufficient data, they say, to indicate that people’s reliance on those is a “behavioral addiction” the way gaming can be.
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  • The criteria used by the WHO are similar to those used to distinguish any addictive behavior—namely. that the behavior starts to take priority over a person’s life to the exclusion of behaviors essential to good health.
  • “But clinicians are approaching this behavior from an understanding of a disorder based on a continuum of normative, recreational and problematic use rather than from the setting or context of a unique, new culture.” Carras, for example, points out that gaming fulfills a participatory and social need for some.
Javier E

Fortnite has reached The End - changing video game storytelling for good | Games | The ... - 0 views

  • There is no conventional “narrative” to Fortnite Battle Royale – Epic doesn’t provide an origin story for its endless 100-player wars, it doesn’t give us long cinematic scenes with characters explaining the world, the factions and the plot. Instead, Fortnite is split into a series of three-month-long seasons, each with a climactic event that suggests some kind of interdimensional struggle taking place over the future of the game’s isolated island locale.
  • Ostensibly, there’s no need for a narrative – Epic could, in theory, retain player interest simply by making sure there is a steady supply of new dance moves, costumes and scenic features to enjoy. Instead, the studio has built a vast functional universe in which an alien known as The Visitor is attempting to mend the space-time fissure around the island, and communicated this through systems of signs, signals and miracles – sort of like the Medieval Christian church
  • Indeed, it’s interesting how Fortnite has co-opted a lot of religious symbolism into the game’s suggestive narrative, from comets trailing across the sky, to the decidedly apocalyptic imagery of fire, brimstone and global destruction.
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  • We have seen the rise of massively multiplayer adventures such as World of Warcraft, where global arching narratives are woven into the largely player-directed quests, and we have seen plenty of interesting live story experiments, such as the mostly single-player adventure Dark Souls allowing players to leave messages to each other within the game.
  • Fortnite has been criticised as a shallow, cynical machine of compulsion, its trendy dances and outlandish outfits a means of ensnaring younger players. But as a purveyor of new forms of storytelling, in which the community is left to construct its own narrative based around subtle semiotic systems and climactic events, it is a fascinating innovator.
  • For Season 10, Epic was always building toward something vast and catastrophic and upped the narrative signalling accordingly. Throughout the last months players have been able to find audiotapes hidden around the map in which The Visitor has made recordings about his attempts to fix a loop in time and prevent a singularity. It sounds like the ravings of a conspiracy theorist, echoing back the most extreme theories from the fanbase itself
  • But Fortnite is playing with storytelling concepts, tropes and systems while also providing a piece of blockbuster entertainment for millions of mostly teenage players. It’s like a new Marvel superhero movie being performed entirely in interpretive dance.
  • When Chapter 2 inevitably begins, bringing a new landscape with new gameplay features, it will be interesting to see where Epic goes next on its somewhat transgressive storytelling odyssey. It is, after all, quite hard to top the end of the world as a narrative device.
Javier E

All the (open) world's a stage: how the video game Fallout became a backdrop for live S... - 0 views

  • The Wasteland Theatre Company is not your average band of thespians. Dotted all across the world, they meet behind their keyboards to perform inside Fallout 76, a video game set in a post-nuclear apocalyptic America. The Fallout series is one of gaming’s most popular, famous for encouraging players to role-play survivors within the oddly beautiful ruins of alternate-history Earth
  • “Imagine a wandering theatre troupe in the 17th century going from town to town doing little performances,” says the company’s director, Northern_Harvest, who goes by his gamertag or just ‘North’, and works in communications in real life. “It’s not a new idea; we’re just doing it within the brand new medium of a video game.”
  • The company was formed almost by chance, when North befriended a group of players in the wasteland. As they adventured together, they noticed that the Fallout games are peppered with references to Shakespeare’s works.
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  • “The Fallout universe lends itself really well to Shakespeare. It’s very desolate, very grotesque, very tragic, really,” says North. In this world, Shakespeare existed before the bombs fell, so it seemed logical that North and his friends could role-play a company keeping culture alive in the ruins of civilisation – like the troupe of actors in Emily St John Mandel’s post-apocalyptic dystopia, Station Eleven.
  • It takes months to pull a show together. First, North picks the play and adapts it. Hundreds of pages of script are shared with the crew, so set design and rehearsals can commence. “It’s just like a real theatre company, where you start with an idea and a few folks sitting together and figuring out what our season is going to look like,”
  • There are no ticketed seats, and the company makes no money. The majority of audiences stumble across the performances accidentally in the wasteland, and sit to watch the show for free – or tune in on Twitch, where the company broadcasts every performance live
  • n 2022 Fallout 76 claimed to have over 13.5 million players, some of whom North believes “may never have seen a Shakespeare play. Ninety-nine per cent of those who find us sit down and quietly watch the show … It’s really quite moving, performing for people who might not go to the theatre in their own communities or haven’t thought about Shakespeare since high school. We are tickled silly knowing that we are potentially reaching new, untapped audiences and (re)introducing Shakespeare to so many. I hope Shakespeare academics who study comparative drama will take note of our use of this new medium to reach new audiences
  • “I think we’re a perfect example of how video games inspire creativity, and celebrate theatre and culture and the arts. I hope that other gamers out there know that there’s so much potential for you to be able to express what you’re passionate about in video games.”
Javier E

The meaning of life in a world without work | Technology | The Guardian - 0 views

  • As artificial intelligence outperforms humans in more and more tasks, it will replace humans in more and more jobs.
  • Many new professions are likely to appear: virtual-world designers, for example. But such professions will probably require more creativity and flexibility, and it is unclear whether 40-year-old unemployed taxi drivers or insurance agents will be able to reinvent themselves as virtual-world designers
  • The crucial problem isn’t creating new jobs. The crucial problem is creating new jobs that humans perform better than algorithms. Consequently, by 2050 a new class of people might emerge – the useless class. People who are not just unemployed, but unemployable.
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  • The same technology that renders humans useless might also make it feasible to feed and support the unemployable masses through some scheme of universal basic income.
  • The real problem will then be to keep the masses occupied and content. People must engage in purposeful activities, or they go crazy. So what will the useless class do all day?
  • One answer might be computer games. Economically redundant people might spend increasing amounts of time within 3D virtual reality worlds, which would provide them with far more excitement and emotional engagement than the “real world” outside.
  • This, in fact, is a very old solution. For thousands of years, billions of people have found meaning in playing virtual reality games. In the past, we have called these virtual reality games “religions”.
  • Muslims and Christians go through life trying to gain points in their favorite virtual reality game. If you pray every day, you get points. If you forget to pray, you lose points. If by the end of your life you gain enough points, then after you die you go to the next level of the game (aka heaven).
  • As religions show us, the virtual reality need not be encased inside an isolated box. Rather, it can be superimposed on the physical reality. In the past this was done with the human imagination and with sacred books, and in the 21st century it can be done with smartphones.
  • Consumerism too is a virtual reality game. You gain points by acquiring new cars, buying expensive brands and taking vacations abroad, and if you have more points than everybody else, you tell yourself you won the game.
  • we saw two others kids on the street who were hunting the same Pokémon, and we almost got into a fight with them. It struck me how similar the situation was to the conflict between Jews and Muslims about the holy city of Jerusalem. When you look at the objective reality of Jerusalem, all you see are stones and buildings. There is no holiness anywhere. But when you look through the medium of smartbooks (such as the Bible and the Qur’an), you see holy places and angels everywhere.
  • In the end, the real action always takes place inside the human brain. Does it matter whether the neurons are stimulated by observing pixels on a computer screen, by looking outside the windows of a Caribbean resort, or by seeing heaven in our mind’s eyes?
  • Indeed, one particularly interesting section of Israeli society provides a unique laboratory for how to live a contented life in a post-work world. In Israel, a significant percentage of ultra-orthodox Jewish men never work. They spend their entire lives studying holy scriptures and performing religion rituals. They and their families don’t starve to death partly because the wives often work, and partly because the government provides them with generous subsidies. Though they usually live in poverty, government support means that they never lack for the basic necessities of life.
  • That’s universal basic income in action. Though they are poor and never work, in survey after survey these ultra-orthodox Jewish men report higher levels of life-satisfaction than any other section of Israeli society.
  • Hence virtual realities are likely to be key to providing meaning to the useless class of the post-work world. Maybe these virtual realities will be generated inside computers. Maybe they will be generated outside computers, in the shape of new religions and ideologies. Maybe it will be a combination of the two. The possibilities are endless
  • In any case, the end of work will not necessarily mean the end of meaning, because meaning is generated by imagining rather than by working.
  • People in 2050 will probably be able to play deeper games and to construct more complex virtual worlds than in any previous time in history.
  • But what about truth? What about reality? Do we really want to live in a world in which billions of people are immersed in fantasies, pursuing make-believe goals and obeying imaginary laws? Well, like it or not, that’s the world we have been living in for thousands of years already.
anonymous

Superstitions don't rule the US Women's National Team - but they definitely have some - 0 views

  • Superstitions don't rule the US Women's National Team — but they definitely have some
  • Whether you call it paranoid or just a ritual, some players just need their routines. Here are some of the United States Women's National Team members' rituals (or superstitions) that get them prepped for game day:
  • Carli Lloyd says she plays her best game when she knows the pressure of the eyes of her family and friends aren't there to throw her off.
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  • "I've been known as the player that doesn't want anybody to come to their events," she told The Inquirer. "It's not a superstitious thing, it's just something that works for me. In order for me to be at my best -- and if I'm at my best, that essentially helps the team -- I just want to go over there and do my thing."
  • Co-captain Alex Morgan likes to go against the grain, so it's no surprise that she's made 13 her lucky number. In a video for Team USA, Morgan said she found the superstitions toward the number strange and decided to make it her own.
  • Rapinoe told POPSUGAR that her diet is something she makes sure is consistent. According to the publication, she said there are certain things she absolutely must eat in order to get ready for a game, and her special diet is something she just can't deviate from.
  • The Rapinoe diet:Breakfast: She has a cup of coffee and a breakfast sandwich consisting of two eggs, sauteed onions and spinach on an English muffin.Lunch: Avocado toast with a chicken thigh and a side of fruit.Dinner: Two chicken thighs, sweet potatoes and asparagusPregame snack: Energy bar or a handful of almonds.
  • Every player has their own ritual for preparing for game day: For some it may be relaxing and focusing on the game -- for Christen Press, it's yoga and shopping.
  • Press said she likes to start her day by meditating, having a good breakfast, doing some yoga and she prefers to wrap it all up with some shopping at the mall.
  • Press said she also likes to make "a really big purchase" on game day "maybe like a fancy pair of shoes or a purse I would not normally splurge on." She says if she plays well, scores, or it's a good game, she gets to keep it.
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    This article describes the U.S. Women's National Team's superstitions on game day.
Javier E

Michael Chwe, Author, Sees Jane Austen as Game Theorist - NYTimes.com - 0 views

  • It’s not every day that someone stumbles upon a major new strategic thinker during family movie night. But that’s what happened to Michael Chwe, an associate professor of political science at the University of California, Los Angeles, when he sat down with his children some eight years ago to watch “Clueless,” the 1995 romantic comedy based on Jane Austen’s “Emma.”
  • In 230 diagram-heavy pages, Mr. Chwe argues that Austen isn’t merely fodder for game-theoretical analysis, but an unacknowledged founder of the discipline itself: a kind of Empire-waisted version of the mathematician and cold war thinker John von Neumann, ruthlessly breaking down the stratagems of 18th-century social warfare.
  • Or, as Mr. Chwe puts it in the book, “Anyone interested in human behavior should read Austen because her research program has results.”
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  • Modern game theory is generally dated to 1944, with the publication of von Neumann’s “Theory of Games and Economic Behavior,” which imagined human interactions as a series of moves and countermoves aimed at maximizing “payoff.” Since then the discipline has thrived, often dominating political science, economics and biology
  • But a century and a half earlier, Mr. Chwe argues, Austen was very deliberately trying to lay philosophical groundwork for a new theory of strategic action, sometimes charting territory that today’s theoreticians have themselves failed to reach.
  • Game theory, he argues, isn’t just part of “hegemonic cold war discourse,” but what the political scientist James Scott called a subversive “weapon of the weak.”
  • many situations, Mr. Chwe points out, involve parties with unequal levels of strategic thinking. Sometimes a party may simply lack ability. But sometimes a powerful party faced with a weaker one may not realize it even needs to think strategically.
  • Mr. Chwe, who identifies some 50 “strategic manipulations” in Austen
  • First among her as yet unequaled concepts is “cluelessness
  • Even some humanists who admire Mr. Chwe’s work suggest that when it comes to appreciating Austen, social scientists may be the clueless ones. Austen scholars “will not be surprised at all to see the depths of her grasp of strategic thinking and the way she anticipated a 20th-century field of inquiry,”
charlottedonoho

How can we best assess the neuropsychological effects of violent video game play? | Pet... - 0 views

  • Every time a research paper about violent video games makes it into the news, it feels like we’re in a time loop. Any claims that the study makes about the potential positive or (usually) negative effects of playing games tend to get over-egged to the point of ridiculousness.
  • At best, the measures of aggression that are used in such work are unstandardised; at worst, the field has been shown to be riddled with basic methodological and analytical flaws. These problems are further compounded by entrenched ideologies and a reluctance from some researchers to even talk to their ‘adversaries’, let alone discuss the potential for adversarial collaborations
  • All of this means that we’re stuck at an impasse with violent video games research; it feels like we’re no more clued up on what the actual behavioural effects are now than, say, five or ten years ago.
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  • In stage 1, they submit the introduction, methods, proposed analysis, and if necessary, pilot data. This manuscript then goes through the usual peer review process, and is assessed on criteria such as the soundness of the methods and analysis, and overall plausibility of the stated hypotheses.
  • Once researchers have passed through stage 1, they can then move on to data collection. In stage 2, they then submit the full manuscript – the introduction and agreed methods from stage 1, plus results and discussion sections. The results must include the outcome of the analyses agreed in stage 1, but the researchers are allowed to include additional analyses in a separate, ‘exploratory’ section (as long as they are justified).
  • Pre-registering scientific articles in this way helps to protect against a number of undesirable practices (such as p-hacking and HARKing) that can exaggerate statistical findings and make non-existent effects seem real. While this is a problem across psychology generally, it is a particularly extreme problem for violent video game research.
  • By outlining the intended methods and analysis protocols beforehand, Registered Reports protect against these problems, as the review process concentrates on the robustness of the proposed methods. And Registered Reports offer an additional advantage: because manuscripts are never accepted based on the outcome of the data analysis, the process is immune to researcher party lines. It doesn’t matter which research ‘camp’ you are in; your data – and just as importantly, your methods - will speak for themselves.
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