Showing posts with label gamification. Show all posts
Showing posts with label gamification. Show all posts

Beukes, Lauren. Moxyland

Lauren Beukes, Moxyland (2008). Review originally appeared on Aargh and doesn't just focus on the economic aspects.

If you are going to write an archetypically bursting-at-the-seams first novel, then cyberpunk is an excellent genre in which (and bursting slightly out of which) to write it.

We get four narrators: Kendra, a Z-list schleb photographer, interested in the aesthetics of both obsolete and prototype technologies; Toby, a vile trustafarian with a magic vlogcaster suit; Tendeka, a slightly naïve community organizer and political activist; and Lerato, an AIDS orphan done good as a hacker with a snazzy corporate day-job. They roll around, exemplifying themselves and their world, occasionally explicitly brushing against each other, occasionally suggesting some more obscure, behind-the-scenes connections, until a horrific police crack-down on a rather intricate scene of civil disorder draws their four narratives together for the final act.

One of them melts.

Doctorow, Cory. Down and Out in the Magic Kingdom

Cory Doctorow, Down and Out in the Magic Kingdom (2003).

If you're doing an economics and science fiction reading list, this should be pretty near the top.

I talked a bit about this book and its quasi-magical reputation currency, Whuffie, in my review of Doctorow's Pirate Cinema.

The TL;DR version is: maybe it's interesting to compare Whuffie and DRM (or at least, the things DRM would imagine itself doing in the best of all possible worlds). Why quasi-magical? Nowadays it's difficult not to see Whuffie through the lens of algorithmic governmentality, Uber, platform capitalism, Peeple, etc. But it may also be worth drilling down to the conceit that underlies Whuffie: a  system that can evaluate feelings and work out exactly what they're about and the ways in which they're good or bad (hence 'reality'-based currency).

Also see this interview at the Adjacent Possible, toward the end. Also see under Paul Graham Raven below. For other exotic currencies that are perhaps made out of trust or reputation, see entries for Iain M. Banks, Karen Lord, and Michael Swanwick.

(JLW)

Maughan, Tim. Limited Edition

Tim Maughan, "Limited Edition" (2012). Features the gamification of robbery. You log onto Smash/Grab, a sort of gambling / gaming / social media thing, and get points for smashing stuff and nicking stuff In Real Life. In other words, what counts as a breakdown of the legitimate circulation of values within one sphere is a completely legitimate phase in the circulation of values within another sphere. There's a faint suggestion that somewhere in the shadows these spheres are reconciled: perhaps powerful corporate interests don't exactly run the Smash/Grab servers, but they may be in no hurry to see them shut down. Story online at Arcfinity.

(JLW)

Maughan, Tim. Special Economic Zone

Tim Maughan, "Special Economic Zone" (2015). Not strictly science fiction. Not strictly not. About working in quality assurance for GPS tracking and vehicle monitoring units for retrofitting buses for smart cities. There is something stylistically clever about this story, something which becomes obvious early on in the story, as do the reasons for it. That leads to a choice, for the reader, about how they should read, and if they should read at all. However, part of its cleverness is that it resists being admired as clever, and part of what makes the choice difficult is that it's impossible to think of it as important. On Medium.com.

(JLW)

Maughan, Tim. 'Zero Hours'

Tim Maughan, "Zero Hours" (2013). A short, sharp shock about the interface of emerging technologies and low skilled labour (or supposedly low skilled labour, perhaps).

Compare John Maynard Keynes's prediction: "for the first time since his creation man will be faced with his real, his permanent problem – how to use his freedom from pressing economic cares, how to occupy the leisure, which science and compound interest will have won for him, to live wisely and agreeably and well."

Instead, hello gig economy, hello extreme precarity, and hello cognitive capitalism, which "no longer consists, as in the Fordist time, of investment in constant and variable capital (wage), but rather of investment in apparatuses of producing and capturing value produced outside directly productive processes" (Marazzi 2010: p.55). "Zero Hours" is online at Medium.com.

Also see "Four Days of Christmas" at Motherboard.

(JLW)

Stephenson, Neal. The Diamond Age, or, A Young Lady's Primer

Neal Stephenson, The Diamond Age, or, A Young Lady's Primer (1995). This seminal work of postcyberpunk and of steampunk is also a seminal work of gamification SF. All the ingredients of a utopian vision of a comprehensively gamified society are present in the story, but connected and motivated in messy, subtle and unexpected ways.

For instance, we've got these "ractors" (actors in interactive media entertainment), who receive work via a kind of ThespRabbit. An individual employment may go on for years, or be as brief as a few seconds. Crucially, the human inputs are mapped onto avatars: if you were to take over from Jennifer Lawrence for a bit in the portrayal of Katniss Everdeen, the media system would autocorrect your voice and perhaps your walrus mustache. (Apologies to the community who are Jennifer Lawrence, who must feel confused and left out by this example). Why is this so important? The general point is that what workers feel that they are doing, and what they are objectively doing in terms of the production chain, can be interfered with at an intimate grain. The necessary unity of any task can be interrogated: is there another way to tease this task apart, to give a bit more of it (or perhaps, a bit less of it) to the machines?

There's plenty more in the book related to gamification: Nell's Night Friends -- Dinosaur, Duck, Peter and Purple -- have an aura of a small primitive social media site; the ecstatic Drummers are a kind of grotesque example of "flow," of loss of ego through immersion in action; there's that stuff about the street vs. the telephone switchboard.

But. The altar piece is clearly the Primer itself -- a majestic technological tome, with shades of Douglas Adams's Hitchhiker's Guide to the Galaxy, and a splendid illustration of Arthur C. Clarke's celebrated maxim that "Any sufficiently magical magic is indistinguishable from magic" -- which somehow floats into the hands of a poor and vulnerable four-year-old girl called Nell. The Primer mediates Nell's world for her, spinning her an epic interactive fairytale (starring "Princess Nell") which allegorises her various violent, abusive and increasingly philosophical predicaments, whilst teaching her all she needs to survive and existentially flourish (martial arts, decorum, hacking, obviously). As The Diamond Age progresses, Nell's book begins to feel more and more like a computer game (clearly influenced by 90s point-and-click adventure games). The convention of using a different font to represent the Primer's text becomes more scarce.

Like most good allegories, the Primer's allegory is a slippery one. The Primer's Queen of the Dark Castle is clearly a correlate of Nell's mother, but the Queen does plenty of significant stuff which doesn't seem inspired by Nell's mother, and vice-versa. Nell's brother Harv appears in the Primer as just Harv, but also seems to have a connection with Peter Rabbit (they disappear around the same time, for instance). There's not a one-to-one cipher: correlations come and go. You get the impression that the allegory might work a bit like the racting: 'let's see what's available at the moment.'

Likewise, Nell doesn't simply unlock achievements in her Primer or advance to the next story by demonstrating she has mastered some real world skill. Nor does the Primer elide its fairytale with her surroundings so that winning the game is indistinguishable from winning life. The Primer informs and incentivises, it provokes action, but it also comforts, cares, offers the solaces of shrouds and distortions, and immersive escapism. The relations between game and extra-game world can be just as slippery and mercurial as the relations of allegory.

(JLW)

Stross, Charles. 'Life's a Game'

Charles Stross, "Life's a Game" (2015) in Twelve Tomorrows 2016. Minor spoilers ahead. "See, gamification is good!" It's somewhat expositional, but I think Stross is on form here: there is polymath erudition and cleversticks wit, and the kind of brio and drive that lets you hurtle over the speed-bumps without necessarily getting every reference or fully unpacking every dense little thesis. "Life's a Game" is full of zingers. "Tribalism is the ground state of identity politics in the network age."  "What if Napoleon's, like, following from in front?" "Keep Britain British, for noncommunist values of British." "Hitler was the Boss Nazi in the Cross of Iron game. They don't teach history in British schools, we have real problems now, terrorists, class warfare. Nobody learns history and lands some expert job in history development. There's no business model for that." "You'll realize you'll lose all your guild followers if we do that?" (OK that one needs the context). The narrator is also a satirical portrait of the UK's answer to Red Piller gamer bro types, although I felt like Stross soft-pedals that aspect a bit.

As the story opens, we learn about Peelers, a monetized, massively multiplayer AR game (with integrated social currency) for snitching and vigilantism. Points for detaining shoplifters, points for helping drunk women home, points for persecuting the profane worshippers of Termagant ... you know, the kind of thing which would turn a racist kidnapper like the Farminator into the leader of the biggest guild in under a week.

But Peelers is just laying the groundwork for Stross's real thought experiment, the Movement, a universal gamification model. (The Movement supposedly implements Kant's categorical imperative, which something I would like to write about properly one day. Maybe once I've read Adam Roberts's new Kantfic too). The Movement mines your data footprint and assigns you clan membership and class features. (Or it lurks in wait next to the space where you should appear -- "If you didn't have a Facebook account, Facebook still knew about you from the hole in their network"). Then it starts to procedurally generate missions and scenarios, built out of the kinds of things you'd be doing anyway. Or perhaps, the kind of things you want to be doing or should be doing -- in fact the point of this gamification is to craftily blur together want to and should in all aspects of life, and ramp up the belligerence of that blurred motive. So your missions could involve anything from green activism to trade unionism to financial speculation to bringing back hanging one way or another.

I now almost feel like I could do with some more stories set in this same future history -- one of the most intriguing threads is all about how the Movement decides who you are in the first place. ("We went deep tribal on the players' media bubbles. We mined their search history to find out what pushed their outrage buttons. Then we went long on principal component analysis to model their micro-class identity.") If these identities really were built bottom-up from data, how closely would they coincide with the kind of taxonomies we already use? And could there be micro-classes with different kinds of reflexivity built into them, i.e. what motivates them is learning and changing per se? And/or an anti-tribalism tribe? And what would it be like if you were one of those people (almost everybody to some extent, right?) feeling like you haven't been perfectly modeled, that the essence which the Movement has inveigled from your digital footprint isn't the real you, and that the conditions you are being thrust into are uncannily awry, like a gargantuan circumambient targeted ad?

(JLW)

Weinersmith, Zach. Saturday Morning Breakfast Cereal

Zach Weinersmith's SMBC web comic frequently goes into a kind of speculative mode, sometimes with a hell-for-leather extrapolative velocity, enabled by his keen ear for rational-sounding sophistry. He also sometimes touches on economics. And just occasionally, both at once.