We're Being Gamed! Literally.

in #informationwar6 years ago

What follows is a horror-story. But not really science fiction. It's a story about our world tomorrow, based on what we know today. And it's not pretty.


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Image by LenardPro - source: DeviantArt

First a mild warning: if you're a gamer, like me, you won't like this probably, but please keep reading and watch the videos. I think you'll be glad you did.

Everybody knows the name Pavlov, and what it means to have a "Pavlov reaction":

Pavlovian conditioning: A method to cause a reflex response or behavior by training with repetitive action. The Russian physiologist Ivan Petrovich Pavlov conditioned dogs to respond in what proved to be a predictable manner.
source: MedicineNet

Now Pavlov experimented on dogs mostly and his mor famous experiment was the one in which he made dogs salivate when hearing a bell ring, just by ringing that bell before each dinner. He got the idea for this experiment in conditioning when he noticed that his dogs would start to salivate as soon as he entered the room, regardless if he brought food with him.

This conditioning was further studied and greatly enhanced by B.F. Skinner, who's claim to fame are his experiments on pigeons; he conditioned these small-brain birds to do all sorts of tasks by the same method of conditioning. The environment in which the experiments were being done even have become their own expression now: the Skinner Box. Here's a short video of how he teaches a pigeon to make a full counter-clockwise turn:


BF Skinner Foundation - Pigeon Turn

Now, if it works on pigeons and dogs and monkeys... why wouldn't it work on humans? This question got answered by a games researcher at Microsoft called John Hopson who wrote an article called "Behavioral Game Design" back in 2001:

The contingencies in computer games are more complex, but the analogy is clear enough. For example, players in an RPG earn experience points to gain levels or collect bonus items to gain extra lives. In an arcade-style game, power-ups appear at random intervals, or only when certain conditions are met. As in any contingency, there are actions on the part of the participant which provide a reward under specific circumstances. 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.
source: Gamasutra - April 27, 2001

The article deals with the art of getting gamers hooked on repeating the same actions over and over again whether they like it or not, by strategically balance the parameters of time invested, actions and rewards. The "need" for the use of these conditioning-techniques has increased greatly since that article from 2001. Where games publishers once were happy to sell a number of copies of a game, they're now increasingly changing that to a subscription-based form of merchandising, like in the many MMORPG's out there.

Also, when we've put a certain amount of time and effort in obtaining a reward, our brains automatically assign some value to the reward, regardless if it's a virtual item that has no meaning whatsoever in real life. But what about real life? Are we being conditioned into certain behavioral patterns in our daily life? You bet ya! If you don't believe you're "being gamed" right now, then watch this video about our not too distant future, and tell me what the chances are of this not happening:


Most Disturbing Presentation Ever: Our Tech Nightmare ("Skinner Box") DICE 2010

Dancing with Pepsi-cans, growing plants in your car, gaining experience points for doing homework... Behavioral conditioning is something that just happens; don't ever forget that ultimately we are each other's Skinner Box. But if we let making a profit be our main guide for behavioral manipulation, in a panopticon-society that would put Orwell to shame, the world of tomorrow doesn't look pretty at all. The technology is unstoppable, so this will happen. Best get rid of the scarcity-mindset beforehand!

The same Microsoft game researcher from earlier also wrote an article 10 years after the original in 2001. It has become a very famous article it seems:

It's been translated into multiple languages and assigned as homework. It's been cited by academics, pilloried by the Huffington Post, and even lampooned by my childhood favorite, Cracked magazine.
source: Gamasutra - June 15, 2012

He brings a little more balance to the story by stating this:

While the science underlying these techniques is true and the techniques do work, they are not the Philosopher's Stone of game design. Classic behavioral psychology is a nice simple model of certain basic mental processes, but it falls down when trying to explain the totality of human behavior. There's a reason why modern psychology consists of more than just behaviorism!
source: Gamasutra - June 15, 2012

I am not reassured though. The examples he uses are just not right:

Consider the use of loyalty cards at a coffee-shop. It is a contingency, exactly like the game contingencies covered in the original article. Indeed, it should be more powerful than game contingencies because it provides tangible real world benefits. And yet I don't think anyone would argue that "buy 10 lattes, get 1 free" is manipulative or too powerful for the average person to resist. (The chemical properties of caffeine notwithstanding.)
source: Gamasutra - June 15, 2012

The whole point is to "gamify" that whole point system so that it becomes more than just a boring collecting-game, as explained in the previous video. So I'd say: stay vigilant!

Thanks so much for visiting and reading my blog! I hope it wasn't so depressing that you won't return tomorrow. But until then, keep gaming consciously and keep steeming!


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Yo this is some great information, and it pretty much sums up the current human struggle. The majority of people are stuck within conditioned habits, then we have a minority who are consciously acting. It's a matter of if the few conscious individuals can be a strong enough example of acting with integrity - for the rest to want to imitate.

The symptom seems to be this highly disconnected state, where people care very little about present moment happenings and other people. Those things are pushed to the side in the pursuit of a certain object, or completing a certain habit. Emotionally we are very repressed, because taking the time to honestly feel and express things is secondary to going through the motions of the trained actions.

It's not easy to confront ourselves like this, but intensely rewarding to gain a freedom over our actions.

Thank you for the support and response @phillyc :-) I really appreciate that! I agree all the way about the need to act as consciously as possible, to be as mindful as we can.

It's not hard to see how possible this is. Humans have behavioral patterns and are habit forming. Subconsciously you are being gamed into doing certain things without you even being aware.

Thanks so much for your response @cryptoandcoffee :-) It's the "subconsciously" part that drives me to stop and think about this as much as I can, to try to be aware of this. It's often the most obvious and in your face things that escape the attention...

It's been this way sine the first caveman tried to sell the wheel to his neighbour.
Every marketing agency, product placement and snake oil salesman throughout history has been looking for a way to tap into the human psyche to make that sale.
It doesn't matter if it's subliminal advertising, FOMO marketing, time limited offers or the newest one, gamification, there is always someone, somewhere trying to condition us to buy "their" stuff, that "their" stuff is the best, we NEED "their" stuff or whatever.
Lately it seems they have given up on the stick and are now pushing the carrot.
Reward points, points cards, get 10 punches and get a free coffee/donut/smoothie/oil change or whatever.
Everything is designed from a psychological point of few.
Designed to make us believe we are getting something of value
Companies sell our personal data, yet how many people willing hand it over for a chance at a raffle or lottery or gift card?
Humans, as a species are greedy, needy, wanty and hoarders. Each generation it seems is more willing to give up any thought of privacy or personal space in exchange for shiny new goods or material effects.
And science has figured this out.

Human nature, gotta love it :)

Human nature, gotta love it :)

Yea well, is there a thing like human nature? And if there is, is it really defined by greed and selfishness? Or is greed and selfishness something we learn? Was prehistoric man greedy? Or did they hunt in groups and shared with the whole group? Why does a kid raised by wolves act like a wolf? Nurture or nature, or both? If it's both, does our collectively shaped Skinner Box reinforce greed over everything else?

Just some questions :-) Thanks so much for this comment @ancientknowled3 :-)

Did you know that this behavior is not limited to humans/animals? Plants actually exhibit the same behaviors seen in Pavlov's experiments. In Monica Gagliano's famous experiment, she showed how pea plants could learn via "classic conditioning" by associating light and airflow. She has also worked on experiments that condition plants to associate a sound of a fan to the sound of rushing water. You can read her paper published in nature here.

I really appreciate this response @yvesoler! :-) I've actually written about the consciousness of plants in the past. Thanks so much for the link! :-)

I've read your posts, which is why I cite the study. Look forward to hearing more of your thoughts on this once you have read the study.

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