Playing at Control: Writing Surveillance in/for Gamified Society

Garfield Benjamin
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引用次数: 5

Abstract

Gamification has entrenched constant monitoring throughout society. From education to work to shopping, our activities are tracked, our progress is monitored, and rewards are meted out. But this enforced acceptance of constant surveillance constructs a social narrative in which privacy ceases to exist, and the technological tools at work can easily be shifted from reward to control. This is furthered through the shift from a Bentham–Foucault model of power and the threat of surveillance to the actualisation of complete protocological surveillance enabled by cloud computing, data centres, and machine learning. It is no longer the case that anything we do might be surveilled; we can be fairly certain that everything we do probably is being monitored, judged, and recorded. How can we negotiate these changing narratives? Of what fictions do we convince ourselves when we play the “game” called digital society? This article uses the work of Cory Doctorow, Charles Stross, Dave Eggers, and Ernest Cline to assess how fictionality can act as thought experiments for the social conditions of surveillance technologies. Through stories such as Halting State and Walkaway, we explore the collisions between the control-based society of tech companies and the disciplinary structures of traditional states—the points of tension between illusions of freedom, guided game paths, and the exercise of power over users’ data and behaviours. The article argues for expanding our perspectives on the reach of game analysis to the broader connected networks of cultural and political systems, to assess ways of responding to the idea that we are being played with, turned into characters in the gamified narratives of control-based surveillance societies.  
控制游戏:为游戏化社会编写监控
游戏化已经在整个社会中确立了持续的监控。从教育到工作再到购物,我们的活动被跟踪,我们的进步被监控,奖励被发放。但是,这种对持续监控的强制接受构建了一种社会叙事,在这种叙事中,隐私不复存在,而工作中的技术工具很容易从奖励转向控制。从边沁-福柯的权力和监视威胁模型到云计算、数据中心和机器学习实现的完整协议监视的实现,进一步推动了这一点。我们所做的一切都可能被监视的情况已不再存在;我们可以相当肯定的是,我们所做的每件事都可能被监视、判断和记录。我们如何应对这些不断变化的叙事?当我们玩“数字社会”这个“游戏”时,我们会让自己相信什么?本文使用了Cory Doctorow, Charles Stross, Dave Eggers和Ernest Cline的作品来评估虚构性如何作为监视技术的社会条件下的思想实验。通过《停止状态》和《走开》等故事,我们探索了科技公司以控制为基础的社会与传统国家的纪律结构之间的冲突——自由幻觉、引导游戏路径和对用户数据和行为行使权力之间的紧张点。本文主张将我们对游戏分析的视角扩展到更广泛的文化和政治系统连接网络,以评估如何应对我们被玩弄的想法,在基于控制的监控社会的游戏化叙事中变成角色。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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