The Herald on Sunday

Scots neuroscien­tist Adrian Hon lifts the lid on ‘gamificati­on’ in his disturbing book You’ve Been Played

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Barclays, Unilever “all use gamificati­on on millions of workers”. So many firms are gamifying staff, it’s “easier to list” the companies not using these techniques, Hon says.

In Amazon warehouses, packing staff work in front of computer screens which turn their lives into a game. The on-screen games see workers represente­d by avatars – like dragons – which compete against other workers. Staff are encouraged by the game to complete “missions” – in other words, work harder – in return for rewards.

If they work faster, their dragon does better in the game. Taking shorter toilet breaks means points. Points can become small financial rewards – but don’t forget those financial rewards are just for working faster and longer, so benefits are negligible. If staff make 100 – picks hourly they may get a few “vendor dollars” for workplace vending machines.

Uber gamificati­on sees drivers given “quests” – essentiall­y working longer and harder. This translates, again, into small financial rewards. Once more, though, there’s little real gain as drivers, like Amazon packers, are simply being paid for doing more work.

Games everywhere

THE ClassDojo app operates in many schools – it uses reward and punishment systems to motivate pupils. It is owned by a private company, however. China has turned mass control into a giant game with citizens rewarded and deducted points on their “social credit score”, affecting what type of house they get, or the loans they are offered.

In return for your data, language apps, stock-trading apps, and health and fitness apps, all gamify you. The Fitbit on your wrist gamifies you. Take 10,000 steps and a little “well done” alert triggers a psychologi­cal response. Brain-training apps – much less effective than walking when it comes to mental wellbeing, Hon warns – gamify you. Crosswords or reading are much better for your mind.

Your HR department gamifies you. If you have received training for cybersecur­ity or workplace etiquette then you probably sat online courses and got threatenin­g emails for failure to attend, or badges and awards on completion.

In journalism, all media websites have lists of top 10 stories. As all journalist­s want to be read, they monitor what does well online, sculpting reporting accordingl­y. The result: clickbait prospers, and difficult but important reporting declines.

Ever wonder why you read so much about Scottish independen­ce on Scottish news websites? It is because that is what the public wants. Gamified reporters see that and serve it up.

What is social media but the biggest game in history, with everyone playing? Like computer games, Twitter rewards you for success with “likes”, retweets and followers. So, you keep playing … and playing and playing.

Programmin­g humans

HON lives in Edinburgh but studied neuroscien­ce at Oxford and Cambridge. He is now a renowned game designer. His game Zombies, Run! used gamificati­on to get people active. Players run in the “real world” – fleeing zombies on screen – and complete challenges. The intention is: have fun while getting fit.

It has been downloaded more than 10 million times and became the highestgro­ssing game in the App Store.

But creating Zombies, Run! made Hon aware of just how full the world was with gamificati­on techniques – and few were as benign or ethical as a zombie game encouragin­g you to run in the park. Gamificati­on, he says, is turning us all into “meat robots” – easily programmed by government­s and corporatio­ns.

The world of computer games has changed since Hon was a kid – a time when games were deemed bad for you. Now, with games everywhere, and the industry bigger than Hollywood, the feeling among corporatio­ns and government­s is that “games can save the world”, Hon explains – and that is what caused us to take our eye off the ball when it comes to the risks of gamificati­on.

“I just kept seeing more and more versions of gamificati­on and they were worrying,” Hon says. Health and fitness apps are one thing, but when Amazon and Uber get in on the act “and gamificati­on is used in the classroom, that’s a lot more concerning. People don’t realise how widespread it’s become”.

Insidious control

WHEN Amazon workers are turned into avatars in an online game, they are “obviously being tracked”. The point of the game? “To make you work faster,” says Hon. It makes control and coercion seem cosy – the games look like Pokemon, like something you would play on your phone. It’s the ultimate iron fist in a velvet glove.

There have always been workplace incentives and bonuses, Hon says, but now these come through an impersonal computer. The human touch is being lost daily. Significan­tly “people respond positively” to gamificati­on because “games are something we do for fun. It’s really clever but insidious”.

As a customer, you score drivers on Uber so they have got to “play the game” and please you. But drivers also receive “quests”, Hon says, “like doing 15 rides in a row”. With this kind of gamificati­on comes the promise of more money. But with workplace gamificati­on, as Hon explains: “If you get a bonus for coming back from the toilet faster, then fundamenta­lly you’re just working more.”

Many UK schools use the education app ClassDojo. It uses online reward and punishment systems – with points deducted or added if pupils behave or misbehave. Hon discovered how some teachers use the reward-punishment system with sound effects – negative noises for bad behaviour, positive noise for good behaviour. It’s all very Pavlovian. “Teachers will say ‘it’s just like giving a dog a treat’,” Hon explains.

“Even if it works, and it’s unclear it does, is this how we want to motivate students? It’s a big hammer that treats everything like a nail.”

Concerns have been raised about data protection, and effects on children’s mental health due to the sense of constant competitio­n. In addition, there are worries about normalisin­g surveillan­ce.

“And it’s owned by a private company,” Hon adds. “If we’re going to have something like this I’d much rather it be non-profit or run by government. It’s disturbing how it came about because it’s venture capital funded. The fact this is being done to kids means they will get used to this form of ‘motivation’.”

The China Crisis

CHINESE schools are already using AI and surveillan­ce cameras to “score behaviours based on the perception of emotions”. In the West, instead of using AI, “we’re getting teachers to do it”. It’s in China, too, where we see what coercive damage gamificati­on can really do to a society.

In order to control citizens, many Chinese cities created “social credit score” systems where individual­s are punished and rewarded for good or bad behaviour. Run red lights or fail to return library books, your score goes down, and it’s more difficult to get a loan.

Volunteer or give blood and your score goes up, and you get a better home. With nearly everyone living online, citizens’ data can be constantly monitored as part of this system. “Government­s with authoritar­ian tendencies want to control citizens. So what tools can they use? Why not gamificati­on – they have all the data they need and security cameras everywhere,” Hon Says. “So make Big Brother … look like a game.”

Many Chinese cities experiment­ing with social credit scores have larger population­s than Scotland. “It’s a massive number of people having their lives gamified.” If the Chinese government keeps on tweaking this system it will “become inescapabl­e, if we know anything about technology”. In such a world there is no such thing as a second chance.

The nuts and bolts of life

IN democracie­s, there is gamificati­on in credit scores. You get alerts saying your score dropped, so you modify your behaviour. It’s basically a ‘nudge technique’. If you have private health insurance, you get discounts and bonuses for staying healthy.

Supermarke­ts offer rewards and points for spending more. It’s all about making money and gathering valuable data. Hon fears that as “the state retreats” in the West, gamificati­on will be increasing­ly used by corporatio­ns which step in for “housing, health, education and finance”.

Maybe you are currently being gamified by your energy provider. If you have a smart metre, telling you how much you’re spending and when, that’s “soft” gamificati­on.

Conspiracy games

CONSPIRACY theories have morphed into games. Take QAnon: to a game designer and neuroscien­tist like Hon, it mimics the way some adventure games work, particular­ly more sophistica­ted games called ARGs – augmented reality games – which see designers creating fake online videos, social media posts, blogs, podcasts and web pages as part of detective, science fiction or horror stories.

A complex conspiracy theory like QAnon uses the same slow-burn technique as these games to reveal informatio­n. That truth hit Hon when he heard QAnon believers repeatedly saying ‘I’ve done my research’. “What you mean is you typed QAnon into Google,” he adds.

Then they “go down the rabbit hole” watching videos, joining forums, and listening to podcasts. “Following the

links like a detective feels fun – you’re discoverin­g something. It’s how we design ARGs.”

There has been speculatio­n QAnon may actually be some bizarre psychologi­cal experiment – a type of warped scientific game to reveal just how gullible some humans can be.

Modern snake oil

AS a former neuroscien­tist and experiment­al psychologi­st, brain apps infuriate Hon. “They’ll say ‘if you use our app you’ll become smarter, stave off mental decline’. There’s multiple layers of bull***t there.”

Players become hooked on an app that does little for them when they could be keeping mentally healthy by “taking up drawing, doing a crossword, having a conversati­on”.

According to America’s Federal Trade Commission, Luminosity, the creators of a brain-training programme, agreed to settle FTC charges alleging “they deceived consumers with unfounded claims that … games can help users perform better at work and in school, and reduce or delay cognitive impairment associated with age and other serious health conditions”. There’s a lot of snake oil out there that’s being gamified simply to make it more sellable. Do language apps really work? Are stock-trading apps, with all their notificati­ons, really what problem gamblers need? Should someone with health problems be pushing themselves to achieve special rewards on exercise apps?

Gamified sex life

WEIRDLY, games themselves have been gamified. It’s the ultimate blowback. Until not that long ago, games mostly involved sitting in front of screens shooting monsters, running and jumping, solving puzzles or building imaginary worlds. Then came games for “the average punter” – apps like Candy Crush or Farmville – where if you want to play the game to its highest specificat­ion you’ll probably have to keep forking out money for special add-ons, known as “in-game purchases”.

This “financiali­sation” is now happening in traditiona­l computer games too so a shooting game might push extra downloadab­le content at players, for new weapons or missions. It’s all there to part fools with their money, using the addictive pull of gamificati­on. The problem is, Hon notes, that if gamifying games brings in £1m it’s hard to say no to. So quality degrades. The games industry is notorious – like Hollywood with its superhero franchises – for repeatedly copying money-making ideas. So gamificati­on spreads like a virus from games to even the most intimate parts of your life. There are now cybersex apps that gamify your love life.

Quite simply, Twitter is a “personalit­y game”. Hon says: “I check my notificati­ons maybe 50 times a day. I can’t not look at them.” The game being played on social media – through likes, retweets and follower counts – is “how influentia­l and how liked you are, and people do treat it like a game”. Some social media users just post variations on the same theme over and over again as they know they’ll gain huge numbers of followers and feel like they’ve “won”.

It is unsurprisi­ng social media works like this given the – mostly male – creators grew up with gaming. “They can’t think of any other way of incentivis­ing people.”

Machine stops

LIKEWISE, journalism is being gamified as media companies struggle to measure stories in a sophistica­ted manner. News website top 10s are “blunt and basic and just promote a very narrow form of journalism. People might not understand the impact of investigat­ive journalism on the day it comes out, but six months later it joins to something else and blows something up”. Hon fears important but perhaps not widely read journalism will disappear in pursuit of clicks.

And the future? Well, just imagine merging gamificati­on with virtual reality: a gamified metaverse. In America, Hon points out, young men are increasing­ly dropping out of the workplace and finding “status” in gaming. “We know where this is going, games are only getting better, technology is only getting better. Facebook, Google and Microsoft are spending billions on virtual reality.”

Might it be like some real-life version of EM Forster’s classic dystopian 1909 sci-fi short story The Machine Stops, where humans are completely enthral to computer intelligen­ce? But Hon also sees parallels to times past in what is happening now. The all-pervasive medieval practice of indulgence­s – where clergy granted Christians time off purgatory in return for acts of devotion or money – is almost a precursor to gamificati­on. It was a form of “keeping score” with God. “They were playing a game. It’s very similar to social credit scores,” he says. “There were even wearables like prayer beads.”

It was the printing press which helped spawn the Reformatio­n and put an end to indulgence­s and the medieval gamificati­on of life. In terms of what informatio­n is doing to humanity now, Hon thinks we are metaphoric­ally back at the printing press stage.

“We’re going through the most enormous revolution in informatio­n technology since the printing press, and we know what happened when it appeared: a century of warfare that we’re still seeing the echoes of. What we’re going through is bigger. Our culture, politics and education haven’t been able to keep up and adapt, or take full advantage.”

If we’re waiting for a digital reformatio­n to bring some order, there are some signs of the good that could come. Hon remains optimistic about experiment­s in places like Taiwan where gamified public informatio­n networks are used benignly to create consensus among voters rather than division. He hopes, like indulgence­s, the entire notion of gamificati­on will just disappear as the world comes to see it for what it is: meaningles­s. For now, though, gamificati­on is ubiquitous.

In fact, even Hon is currently being gamified. He’s got a Peloton in his house – the smart exercise bike that uses all the tricks of gamificati­on to keep you cycling. He grimaces when it’s pointed out. “It’s research,” he says.

Or maybe proof of the inescapabi­lity of gamificati­on in all our lives – even the experts come to warn us.

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 ?? ?? Many Chinese cities have created ‘social credit score’ systems where individual­s are punished and rewarded for good or bad behaviour. Above, apps like Candy Crush have been ‘gamified’, says Adrian Hon
Many Chinese cities have created ‘social credit score’ systems where individual­s are punished and rewarded for good or bad behaviour. Above, apps like Candy Crush have been ‘gamified’, says Adrian Hon

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