Skip to main content

You've Been Played - Adrian Hon ***

There's some interesting material in You've Been Played, waiting to be discovered - but it could have been a lot better if Adrian Hon had gone with a co-author: unfortunately, as a book it's no great shakes.

Let's do the interesting thing first. Hon is talking about gamification - the (clumsily named) idea of using game-like elements outside of games, where they are supposed to encourage us, for example, to exercise more, to work more efficiently, or to follow some government edict. The idea is to provide some game-like rewards (or punishments) for certain behaviours, and as a result to either change the way we act or to make a routine chore more fun.

Unfortunately, as Hon makes clear, this is rarely a good thing. Firstly it's based on behavioural theory that is largely outdated. But also it's manipulative, and even if it does generate a degree of fun to begin with it rapidly becomes a chore and loses its positive contribution. Hon is good at showing us the negatives, but also making clear the limits of what has been achieved so far - so, for example, he highlights the Chinese social credit system, which has been portrayed as a Big Brother system that gamifies everyday life. This is done by supposedly rewarding good behaviour and punishing bad as seen by the Communist Party, but has only been implemented piecemeal and has generated a significant amount of rebellion. (Hon is not saying it's good, just that it's not yet as dystopian as it could be and is usually portrayed.)

Without doubt, some employers' use of gamification to exploit workers as Hon describes is disturbing and needs action. Equally, a lot of gamification, while relatively benign, is irritating and infantilises the users of the system. So we get a strong and disturbing message. Oddly, apart from the basic threat of gamification being misused, the most interesting chapter in the book wasn't about gamification, but about modern conspiracy theories. Hon draws decidedly tenuous links between the two, but his discussion of how and why modern conspiracy theories succeed was genuinely interesting. But after a while, the main theme becomes very repetitive - this is close to being an article that has been stretched to fit a book format. 

Perhaps the biggest problem with the book is that there is far too much about Hon and his company, which he puts forward unconvincingly as a paragon of good gamification - sometimes the text sounds more like a prospectus for investors than useful analysis. I can see the argument for using game features that are entertaining, rather than taking basic game elements like leaderboards and scores and applying them with nothing that the users will really enjoy, but it's hard not to see a vested interest at play when the best example is usually one of Hon's own products.

The other problem is that Hon is a big enthusiast for role playing games, and seems to assume that they are universally enjoyed, and hence can provide a model for how gamification should be done. He describes an online conference that was positively transformed by being gamified. To give the beneficial experiences of an in-person conference, for example, attendees could drink a 'polymorph potion' at the online bar that would 'add a random and inevitably silly emoji to their name' which apparently is a great conversation opener. Similarly 'The Haunted Foyer had a mysterious portal leading to a miniature choose your own adventure game that changed the colour of your name, a swag table that gave away items like a generic sword or official conference socks, and vending machines dispensed unique procedurally generated items'. Hmm.

This is great if you love cosplay or pretending to be a wizard, but for many people (certainly for me) it would be a huge turn off. Whenever there's role play in training, for instance, my inclination is to try to subvert it by cheating the system - or ideally to swerve it entirely. Hon is suffering from the assumption that because he loves this kind of thing it would make experiences better for the rest of the world - to be honest, I prefer generic gamification to this kind of stuff. (I ought to say it's not that I hate games - I regularly play and used to review them professionally, but I don't want to pretend to be someone/something else in a fantasy world.)

Overall, there is interesting material in here, but it's a shame it wasn't presented better.

Hardback:   
Kindle 
Using these links earns us commission at no cost to you
Review by Brian Clegg - See all of Brian's online articles or subscribe to a weekly digest for free here

Comments

Popular posts from this blog

David Spiegelhalter Five Way interview

Professor Sir David Spiegelhalter FRS OBE is Emeritus Professor of Statistics in the Centre for Mathematical Sciences at the University of Cambridge. He was previously Chair of the Winton Centre for Risk and Evidence Communication and has presented the BBC4 documentaries Tails you Win: the Science of Chance, the award-winning Climate Change by Numbers. His bestselling book, The Art of Statistics , was published in March 2019. He was knighted in 2014 for services to medical statistics, was President of the Royal Statistical Society (2017-2018), and became a Non-Executive Director of the UK Statistics Authority in 2020. His latest book is The Art of Uncertainty . Why probability? because I have been fascinated by the idea of probability, and what it might be, for over 50 years. Why is the ‘P’ word missing from the title? That's a good question.  Partly so as not to make it sound like a technical book, but also because I did not want to give the impression that it was yet another book

The Genetic Book of the Dead: Richard Dawkins ****

When someone came up with the title for this book they were probably thinking deep cultural echoes - I suspect I'm not the only Robert Rankin fan in whom it raised a smile instead, thinking of The Suburban Book of the Dead . That aside, this is a glossy and engaging book showing how physical makeup (phenotype), behaviour and more tell us about the past, with the messenger being (inevitably, this being Richard Dawkins) the genes. Worthy of comment straight away are the illustrations - this is one of the best illustrated science books I've ever come across. Generally illustrations are either an afterthought, or the book is heavily illustrated and the text is really just an accompaniment to the pictures. Here the full colour images tie in directly to the text. They are not asides, but are 'read' with the text by placing them strategically so the picture is directly with the text that refers to it. Many are photographs, though some are effective paintings by Jana Lenzová. T

Everything is Predictable - Tom Chivers *****

There's a stereotype of computer users: Mac users are creative and cool, while PC users are businesslike and unimaginative. Less well-known is that the world of statistics has an equivalent division. Bayesians are the Mac users of the stats world, where frequentists are the PC people. This book sets out to show why Bayesians are not just cool, but also mostly right. Tom Chivers does an excellent job of giving us some historical background, then dives into two key aspects of the use of statistics. These are in science, where the standard approach is frequentist and Bayes only creeps into a few specific applications, such as the accuracy of medical tests, and in decision theory where Bayes is dominant. If this all sounds very dry and unexciting, it's quite the reverse. I admit, I love probability and statistics, and I am something of a closet Bayesian*), but Chivers' light and entertaining style means that what could have been the mathematical equivalent of debating angels on