Gaming the Quantified Self

Gaming the Quantified Self
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量化自我的博弈

DOI:
10.24908/ss.v11i1/2.4454
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发表时间:
2013
影响因子:
2
通讯作者:
Jennifer R. Whitson
Jennifer R. Whitson
中科院分区:
--
文献类型:
--
作者:
Jennifer R. Whitson

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从本质上讲,数字游戏促进了监视。它们允许统计、内部状态和规则的汇编被记录,从而对玩家隐藏了许多内部工作,使游戏更加复杂。这种数字化使得收集玩家数据和指标变得更加容易,然后,作为一个功能蠕变的过程,以新的和创新的方式使用这些数据,例如改善用户体验,或巧妙地塑造用户在游戏中的欲望和行为。这些做法越来越多地从非游戏空间转移到社交网站和游戏空间。"游戏化"运动正受益于这些指标的日益复杂化。游戏化将游戏的有趣设计和反馈机制与用户的社交资料(例如Facebook,Twitter和LinkedIn)结合在非游戏应用程序中,明确旨在推动行为改变(例如减肥,工作效率,教育工具和消费者忠诚度)。正如评论家指出的那样,游戏化应用程序依赖于游戏中常见的积分、排行榜和徽章,但本身并不是游戏(Deterding 2010; Bogost 2011)。游戏化运动的倡导者--包括Al戈尔在最近的"变革游戏"主题演讲中--认为这种监控和反馈使困难的任务变得更加有趣和愉快(McGonigal 2011;戈尔2011)。然而,利用游戏以积极的方式改变行为的营销和政治话语与植根于广告,消费和侵入性用户监控的混乱现实截然不同。目前的潜在“游戏化”生活引发了一场辩论,即这些基于积分的系统的传播是否预示着由公司和广告商运营的嬉戏乌托邦或反乌托邦监视社会。本文强调了游戏化的兴起及其对监测研究的影响。特别是,它侧重于描述越来越多的侵入性监测做法是在娱乐和游戏的旗帜下传播的。
 By their nature, digital games facilitate surveillance. They allow for the compilation of statistics, internal states, and rules to be recorded, thus hiding many of the internal workings from the players and making the games much more complex. This digitization makes it much easier to collect player data and metrics, and then, as a process of function creep, to use this data in new and innovative ways, such as improving the user experience, or subtly shaping users' in-game desires and behaviours. Increasingly, these practices have moved from non-game spaces into social networking sites and spaces of play. The "gamification" movement is benefiting from the increasing sophistication of such metrics. Gamification combines the playful design and feedback mechanisms from games with users' social profiles (e.g. Facebook, twitter, and LinkedIn) in non-game applications explicitly geared to drive behavioural change (e.g. weight loss, workplace productivity, educational tools, and consumer loyalty). As critics point out, gamified applications rely on the points, leaderboards, and badges often seen in games, but are not games in themselves (Deterding 2010; Bogost 2011). Advocates of the gamification movement - including Al Gore in a recent Games for Change keynote - argue that this monitoring and feedback makes difficult tasks more playful and enjoyable (McGonigal 2011; Gore 2011) . However, the marketing and political discourse of using games to change behaviour in positive ways is quite different from messy actualities rooted in advertising, consumption, and intrusive user monitoring. The current potentials to ‘gamify’ life have incited debate on whether the spread of these points based systems heralds playful utopias or dystopic surveillant societies run by corporations and advertisers. This paper highlights the rise of gamification and the implications for surveillance studies. In particular, it focuses on describing the increasingly intrusive monitoring practices are propagated under the banner of fun and play.