Methods 2nd trimester: Difference between revisions

From XPUB & Lens-Based wiki
No edit summary
 
(5 intermediate revisions by the same user not shown)
Line 112: Line 112:
it works on perception, it doesn't affect the sources
it works on perception, it doesn't affect the sources
it implies that your surroundings are immutable, and therefore it validates them
it implies that your surroundings are immutable, and therefore it validates them


===making the ''Glossary of productive play'' with everyone in class===
===making the ''Glossary of productive play'' with everyone in class===
https://pad.xpub.nl/p/02022022 <br>
https://pad.xpub.nl/p/02022022 <br>
''from pad''


Ozerotterdamnwozerotwobbletwozerotwotwo with Steve
https://pzwiki.wdka.nl/mediadesign/Glossary_of_productive_play


___________________________________________________________________________________
Tidy [alpha] version:
https://pzwiki.wdka.nl/mediadesign/Glossary_of_productive_play


https://pzwiki.wdka.nl/mediadesign/Glossary_of_productive_play
* ''What is a loot box?'' with everyone in class
https://pad.xpub.nl/p/16022022-ste<3


NO NEW STUFF = we spend some time with the things we have already looked at.
====Excerpt from the pad====
11:00-13:00 we compile a glossary of terms.
AM: Glossary of terms (a definition; including examples from our own experience)
WE decided to continue with the glossary.


2022/02/16 Reading + Writing with Steve
Steve writes: Thanks for this: we read through the wiki and through this pad = thanks so much for your suggestions and ideas


14:00-16:30 We decided to continue with the glossary. Aim for 16:30 glossary uploaded on the wiki (or proof of concept)
ideas for the lootbox: https://pzwiki.wdka.nl/mediadesign/Future_Loot_Box
1. we go on with working on the terms
time schedule proposal: https://hub.xpub.nl/soupboat/pad/p/si17-overall
2. when we are done with a term and it is defined; we add it on the wiki page (where is only the edited content) as a subtitle (so we can link to it)
game playlist: https://pzwiki.wdka.nl/mediadesign/Game_Playlist
3. when we add a word on wiki, we delete the authorship colour on the working pad (this is the sign for team that is ready and put on wiki)
al's pad: https://pad.xpub.nl/p/alnik-si17-research


proposal for todays questions: 
    1. what are the characteristics of the lootbox? do we all agree on those? can we sharpen them? (based on yesterdays class, see list below)
    2. what characteristic do we want to subvert? how?
    3. who is the audience?


Player POV
Developer POV
Ideology POV


16:30 group feedback session.
subvert
/səbˈvəːt/
verb
gerund or present participle: subverting
undermine the power and authority of (an established system or institution).
to overturn or overthrow from the foundation : RUIN
to pervert or corrupt by an undermining of morals, allegiance, or faith
When you subvert something, your words or actions criticize or undermine the usual way of doing something or common values. The girl who wears a tuxedo to the prom might subvert traditional ideas about beauty.
To subvert an institution like a school or a government is to overthrow it or stop its normal way of functioning. Subvert comes from the Latin word subvertere, which combines the prefix sub, under, and the suffix vertere, to turn. So you can imagine something that subverts as overturning or flipping the usual way of doing things, like a student who subverts a teacher's authority, causing chaos in the classroom.


structure:
Examples of Subvert in a sentence
   
In the movie, the rebels sought to subvert the tribunal’s power and replace the body with a democratic government. 
def:
My stepmother is slowly changing things in our house in an attempt to subvert my mother’s traditions.  
Who said it: Mentioned in [       
Since the prince was in a hurry to become king, he planned to subvert his father’s influence by convincing everyone the leader was insane. 
from leftypedia:
The dictator ordered the execution of every insurgent who sought to subvert his authority. 
in context [  
When the first mate tried to subvert the captain’s position, he was thrown overboard. 
In a sentence:
Period�:
See also


*This is a lexicon I participated to at my time at the Rietveld, it's a 3 months work of questioning and creating new definitions or redefining old ones in relation to a contemporary practice of Graphic design or art in general. I will try to think of bringing it next time and explain the process:
OUR DEFINITION OF SUBVERT
https://www.perimeterbooks.com/products/see-also-an-alternative-graphic-design-lexicon
taking something and making you own but also a bit of not conflictive way
https://rietveldacademie.nl/en/page/5333/see-also
if we want to subvert the lootbox, how it is used in a manipulated way
               
make fun of it __CANWEDISCUSS at some point__, change it, turning it around
Please add terms that may be useful define further/ clarify
intention to reveal / question the mechanisms of the lootbox
part of the loot box is that it keeps a secret
chenging the context but not the functionality, it doesn't transform everything
There are multiple ways/strategies to subvert something
change direction or orientation of something


–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]


addiction(chae)
CHOOSE WHAT TO SUBVERT with a purpose
def:
we don't have to subvert everything
Addiction is a brain disorder characterized by compulsive engagement in rewarding stimuli despite adverse consequences. (wiki) People can get addicted to all sorts of substances. When we think of addiction, we usually think of alcohol or illegal drugs. But people become addicted to medicines, cigarettes, even glue. Addiction means a person has no control over whether he or she uses a drug or drinks. Someone who's addicted to cocaine has grown so used to the drug that he or she has to have it. Addiction can be physical, psychological, or both.


A person crosses the line between abuse and addiction when he or she is no longer trying the drug to have fun or get high, but has come to depend on it. His or her whole life centers around the need for the drug(or --). An addicted person — whether it's a physical or psychological addiction or both — no longer feels like there is a choice in taking a substance.


def 2: "The modern meaning of “addiction” is an uneasy amalgam of several contradictory legacies: a religious one, which has censured excessive drinking, gambling and drug use as moral transgressions; a scientific one, which has characterized alcoholism and drug addiction as biological diseases; and a colloquial one, which has casually applied the term to almost any fixation. "
    -- from yesterday , characteristics of the loot box--


types of addiction:
cost (you pay for it)
   
exclusivity (limited time frame to obtain it)
Who said it: Mentioned in [ YouTube channel, Jimquisition "you can get addictive ---"       
collectionable (you can have more)
[https://www.nytimes.com/2019/10/22/magazine/can-you-really-be-addicted-to-video-games.html By Ferris Jabr]
surprise mechanism
further additional investment ?
creates a certain final fantasy/desire
gambling? (investment will not probably come back, anticipation)
exploitative
addictiveness
reward
fun & funny
the risk/ the pleasure => emotion / create strong emotional reaction..? i have a choice (kinda), i feel empowered that i have that choice emotional reasoning


In context [ video game addiction: As defined by the ICD-11, the main criterion for this disorder is a lack of self control over gaming.[3] ]
11.45 - 11.50 (5 min) Describe the loot box in your own words
11.50 - 12.00 (10 min) Describe the connections you make of the different characteristics of the loot box
12.00 - 12.15 (15 min) Discuss all together
12:15 (10 mins) go through the future loot box wiki page


In a sentence: "Addiction is compulsive engagement in a rewarding experience despite serious repercussions. And it results from a confluence of biology, psychology, social environment and culture."
Gi: The loot box is a virtual feature players can purchase with real money in free-to-play games or full-price-games. It can be assumed to be a certain item or feature but is random to the player. The element of surprise is a highly appreciated aspect of the loot box. Because of the way this feature has been embedded in games, it has very real addictive mechanisms to it. Some players might even feel cornered into purchasing loot boxes as the game cannot reach its “full potential” without it. This repeated scheme ensures the constant spending of the players into virtual game currencies. (what is a loot box)
 
period: 15th-18th century ( "Addiction" at the time meant "to attach" to something, giving it both positive and negative connotations. )
19th century (Modern research on addiction has led to a better understanding of the disease with research studies on the topic dating back to 1875, specifically on morphine addiction.[24] This furthered the understanding of addiction being a medical condition. It wasn't until the 19th century that addiction was seen and acknowledged in the Western world as a disease, being both a physical condition and mental illness.  
Today, addiction is understood both as a biopsychosocial and neurological disorder that negatively impacts those who are affected by it, most commonly associated with the abuse of drugs and alcohol.[9] The understanding of addiction has changed throughout history, which has impacted and continues to impact the ways it is medically treated and diagnosed.)
  see also: productive play / lootbox / gambling


–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
The context of the loot box is very demanding to the player, it is what motivates immediate irrational (can be rational in the context of the game) purchases. The urgency of a narrative, quest, social pressure or else can justify any loot boxes. The immediate reward makes it fun, the risk comes with pleasure. This thus combines  cost, addictiveness, gambling, reward, fun. Strong emotional reactions are tied to finances.
[note: wiki ✔]
The surprise mechanism and exclusivity of the loot box creates a constant FOMO, the endless collecting potential of loot box creates fantasy needs for people to be exploited by the fun.
The benefits for the game platforms are financial, for the player emotional. (connections of the loot box characteristics)


anchoring
Carmen:
def (from wikipedia): The anchoring effect is a cognitive bias whereby an individual's decisions are influenced by a particular reference point or 'anchor'.[1 Once the value of the anchor is set, subsequent arguments, estimates, etc. made by an individual may change from what they would have otherwise been without the anchor.  
    - The loot box is like a secret treasure that is usually not worth the money you pay for it, or the expectations you have for it, but that its somehow exciting. I think the addictiveness is very connected to the surprise mechanism, I think that anticipation moment is what is addictive. How that makes you feel. Anything is possible. Of course then you open it and its disappointing. But there is a moment before opening it when ANYTHING is possible. I like that state of being. Is like the cat in the box, is he dead is he alive, he is both until you open the box. In that sense, this feeling of excitement and anticipation could be related to the excitement of gambling.
1. An individual may be more likely to purchase a car if it is placed alongside a more expensive model (the anchor). Prices discussed in negotiations that are lower than the anchor may seem reasonable, perhaps even cheap to the buyer, even if said prices are still relatively higher than the actual market value of the car.  
    I think the reward is also connected to the collectionable feature, you feel that even if you don't get exactly what you wish you will get something, so you feel somehow rewarded, and the fact that there are more tries available make this reward feeling safe, thus repeteable or collectionable.  
2. While estimating the orbit of Mars, one might start with the Earth's orbit (365 days) and then adjust upward until they reach a value that seems reasonable (usually less than 687 days, the correct answer).


Who said it: Mentioned in ["The addictive cost of predatory videogames monetization" (The Jimquisition) by Jim Sterling at https://www.youtube.com/watch?v=7S-DGTBZU14] =
Jian:
The lootbox is a digital or physical box that contains random (or unknown) items. The box is embedded in a context (for example in the fictional world of a game).
There are 2 main characteristics:
– Payment
– Surprise
The main characteristics or mechanisms of the lootbox are the payment and the surprise. You don´t get it for free, and you dont know what you get. The combination of payment and surprise can have the following effects: gambling, addiction, pleisure, thrill, excitement, reward, disappointment, risk, ritual, exclusivity, time pressure, social pressure, desire, destiny, exploitation, FOMO etc.


in context: trying to sell a user a lootbox for 50$ and after a while telling them: "SUPERSALE NOW IT'S JUST 15$", the result is that it doesn't really matter if the price is still super high, the user will still think that it's advantageous to buy it immediately (+ the discount won't last long --> see "fast thinking")
Chae
In video game, the loot box is a virtual object containing randomized items—from making your game character more unique to shifting the dynamic of game.


In a sentence:
The loot box is  
The anchoring effect is when individuals' decisions are influenced by a particular reference point or 'anchor'.
1) an entertaining element, keeping the players hooked to the game by using the element of surprise and;
 
2) a money-making mechanism in video game by using real world money to get it.
--->  Ideology and anchoring point (the point de capiton [mentioned by Lacan] - French word to say anchoring point)
How does an ideology maintain its consistency? What keeps of ideological field of meaning consistent? Any given ideological field is "quilted" by the point de capiton
A point de capiton unifies an ideological field and provides it with an identity.
What is at issue in the conflict of ideologies is precisely the point de capiton.
Signifiers such as "freedom", "democracy", "human rights," etc. are open-ended. Their meanings can slide about depending on the context of their use.
For example, a right-wing interpretation of the word "freedom" might use it to designate the freedom to speculate on the market, whereas a left-wing interpretation of it might use it designate freedom from the inequalities of the market.
The word "freedom" therefore does not mean the same thing in all possible worlds: what pins its meaning down is the point de capiton.


See also Dispositif (as apparatus)
Mitsa
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
1. A loot box is a virtual box inside video games that provide a player with collectibles or essential items that make them progress inside the game. It derives from the loot, a bunch of goodies that a player can get as a reward after they conquer-win a super boss or level up. But the loot box in its more recent and exploitative version is getting purchased with real money from a player. The player never knows what is inside of it. But they know that there is a chance of getting some items that they desire. Many times a loot box appear in the gameplay and it disappears quickly in order to be exclusive and make the player buy them without thinking too much.
[note: needs to be added to the wiki!]


anti-gamification
2. The loot box are designed for making profit and its latest form are getting purchased directly by the consumer. In order to be really essential for the player/consumer for keeping them more on the game and making them purchasing it again and again they are designed in order to be desirable. They are desirable because they create the chances that a player gets a really rare or powerful item out of them. But they are like gambling because the player doesn't know what is inside of it. They look like real gifts -they are closed boxes- but you purchase them for yourself. And at some point you get them as a reward after accomplishing a really heroic task. Also the fact that the loot boxes are rare makes them again desirable and put the player in a condition for purchasing them without thinking too much. This last characteristic is similar to the discount periods or black friday.
def: Counter-gamification can be described as a form of opposition to the increasing use of game elements within non-game systems, which aims to disrupt the processing and exploitation of users’ data; it calls for a gaming with the system, for a disruptive play with its rules and content while being within it.  
Who said it: Mentioned in [        Counter-Gamification: Emerging Tactics and Practices
Against the Rule of Numbers by Dafne Dragona
in context [
In a sentence:
Period�: contemporary
See also: gamification / productive play


There are artists who criticise ludic ideology by subverting the use of games. For example, while playing a game, users can't interact or have a minimal interaction or don't obtain anything by playing.
Supi
1. a loot box is a virtual box of hidden motives designed to persuade and/or trick players. an alternate reality experience of collecting things you can't own in real life
2. surprise that comes with consequences, risk, reward, trigger for addictive/toxic behavior


–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
(answered the wrong question below)
[note: wiki ✔]
- surprise mechanism: how does exposing the inner workings and real motives of the loot box affect the players' behavior/decision making? looking under the hood
- time: time constraint or the lack thereof: how this contributes to the risk/pleasure/adrenaline rush that comes with every loot box unlocking experience


anxiety
flem
1.  a virtual box where the user can pay and access products/items that can be useful to go on with the game, or can be collectable. This lottery box is based on a surprise and gambling mechanism, in which the user, excited for the "new-things-idea" would pay weird amounts of money to obtain something they have no idea about.
a player pays real money to buy a virtual treasure box, HOPING it contains something valuable within the world of the game
2. no limitations (not good both for who is addicted or for children)
the idea that you will get better if you buy one
rewarding experience: you choose, you get something nice (idea of the gift to yourself), you have more power in the game (and in your life?)
guaranteed reward in exchange of money
(the characteristic that worries me the most is: game as escapism from the real life)


def: (1) Anxiety is a feeling of fear, dread, and uneasiness. It might cause you to sweat, feel restless and tense, and have a rapid heartbeat. It can be a normal reaction to stress. For example, you might feel anxious when faced with a difficult problem at work, before taking a test, or before making an important decision. It can help you to cope. The anxiety may give you a boost of energy or help you focus. But for people with anxiety disorders, the fear is not temporary and can be overwhelming.
k.
Anxiety disorders are conditions in which you have anxiety that does not go away and can get worse over time. The symptoms can interfere with daily activities such as job performance, schoolwork, and relationships.
(2) a feeling of worry, nervousness, or unease about something with an uncertain outcome.
(3) strong desire or concern to do something or for something to happen.


Who said it: Mentioned in [ "We Are All Very Anxious" By weareplanc  
1.
A loot box is a gambling mechanism, exploitative by design, that promises immediate in-game rewards to the player. Those rewards can affect both the gameplay and the social environment around the game.  


in context [  "In contemporary capitalism, the dominant reactive affect is anxiety.
2.gambling (desire, surprise, fun, anticipation, risk)
Today’s public secret is that everyone is anxious. Anxiety has spread from its previous localised locations (such as sexuality) to the whole of the social field. All forms of intensity, self-expression, emotional connection, immediacy, and enjoyment are now laced with anxiety. It has become the linchpin of subordination."
exploitative (designed to be addictive, target vulnerable player)
"Public secrets are typically personalised. The problem is only visible at an individual, psychological level; the social causes of the problem are concealed."
immediate reward (hack the temporality of a game)
"When discussed at all, they are understood as individual psychological problems, often blamed on faulty thought patterns or poor adaptation."
"The present dominant affect of anxiety is also known as precarity. Precarity is a type of insecurity which treats people as disposable so as to impose control. Precarity differs from misery in that the necessities of life are not simply absent. They are available, but withheld conditionally."
"Anxiety is reinforced by the fact that it is never clear what "the market" wants from us."


In a sentence:
grgr
Period�: contemporary capitalism
The lootbox is a temporalized tool for the distribution and management of resources between the inside of the gameplay and the outside of the gameplay.
See also: precarity / competition / capitalism / self-work / high-performance /
Lootbox is like a pulse in the circulation of resources between virtual game and the reality ouside of it. Lootbox is temporalized because it sets the beat, it's a repetitive rhythm for the player's temporality. It builds an habit by triggering the attention and the emotional response of the player (surprise element + gambling + reward + it's fun), and ensuring that the player keeps playing potentially forever (from habit to addiction).
The lootbox is also a mechanism that focuses on individual engagement, a personalized 1 to 1 interaction, or 1 to machine interaction. an immediately rewarding response preceeded by a generally customized trigger.
but these are also the things I would like to change or make them fairer in our lootbox.


–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
These two things are great=  "They look like real gifts -they are closed boxes" & "hack the temporality of a game"
[note: wiki ✔]


artificiality
SUM UP (OUR CHARACTERISTICS OF A LOOT BOX):
unknown items/closed boxes (a gift to yourself)
surprise /excitement / emotional response
gambling / risk /adrenaline
immediate reward (hacks the temporality of a game)
payment
progress in the game
exclusive (=fast-thinking)
designed to be desiderable for vulnerable players FOMO
rhythm: habit / ritual
temporality: speed
interfaces the game and the real world
loot box as currency exchange (from game-coins or collectible items to "real money")
lootbox needs a strong frame to work,  a context, you approach it in relation to the narrative


definition
1. loot box inside the game (that can be everywhere)
(a) The quality of being made or produced by human beings rather than occurring naturally.
2. physical loot box
(b) Insincerity or affectedness. (Oxford Languages)


–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
artificial standard <3
– disguised limitations
- invisible barrier -> glass ceiling
def:
artificial adjective
1. made or produced by human beings rather than occurring naturally, especially as a copy of something natural.
2. (of a person or their behavior) insincere or affected.
standard
noun
1. a level of quality or attainment.
2. an idea or thing used as a measure, norm, or model in comparative evaluations.
adjective
used or accepted as normal or average.
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: wiki ✔]
base & superstructure
def:
In Marxist theory, society consists of two parts: the base (or substructure) and superstructure.
"The base refers to the mode of production which includes the forces and relations of production (e.g. employer–employee work conditions, the technical division of labour, and property relations) into which people enter to produce the necessities and amenities of life.
The superstructure refers to society's other relationships and ideas not directly relating to production including its culture, institutions, political power structures, roles, rituals, religion, media, and state. The relation of the two parts is not strictly unidirectional. The superstructure can affect the base. However the influence of the base is predominant."(wiki)
Who said it: Mentioned in [The Ruling Class and the Ruling Ideas - Marx & Engels (1845)] in the intro: "The ideas of the ruling class are in every epoch the ruling ideas: I.e., the class which is the ruling material force of society is at the same time its ruling intellectual force. The class which has the means of material production at its disposal, consequently also controls the means of mental productions”
from leftypedia:  https://leftypedia.org/wiki/Base_and_superstructure#cite_note-2
In context [BASE AND SUPERSTRUCTURE IN MARXIST CULTURAL THEORY, Raymond Williams] : "Clearly what we are examining in the base is primary productive forces. Yet some very crucial distinctions have to be made here. It is true that in his analysis of capitalist production Marx considered ‘productive work’ in a very particular and specialized sense corresponding to that mode of production. There is a difficult passage in the Grundrisse (1857-61) [Marx's notebooks - published after his death in 1939-41] in which he argues that while the man who makes a piano is a productive worker, there is a real question whether the man who distributes the piano is also a productive worker; but he probably is, since he contributes to the realization of surplus value. Yet when it comes to the man who plays the piano, whether to himself or to others, there is no question: he is not a productive worker at all. So piano-maker is base, but pianist superstructure."
In an image:
https://upload.wikimedia.org/wikipedia/commons/6/63/Base-superstructure_Dialectic.png
See also: productivity / capitalism / ideology
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: wiki ✔]
bric-a-brac
(a) A miscellaneous collection of small articles commonly of ornamental or sentimental value.
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
behavioral game design
def: Cognitive behavioral game design (CBGD) is a new framework that incorporates SCT, the theory of MIs, and game design elements into a unified model that guides designers through a process to create games for learning and behavioral change.
Who said it: Mentioned in [  https://www.gamedeveloper.com/design/behavioral-game-design   
from leftypedia:
in context [ 
    there are actions on the part of the participant which provide a reward under specific circumstances.
Some common terms in behavioral psychology as they apply to game design considerations:
Reinforcer: An outcome or result, generally used to refer to a reward. Examples: an experience point, winning a level, a bigger gun.
Contingency: A rule or set of rules governing when reinforcers are given. Also referred to as a schedule of reinforcement. Examples: a level every 1,000 experience points, a bonus level that is only available if you kill a certain opponent.
Response: An action on the part of the player that can fulfill the contingency. This could be killing a monster, visiting an area of the game board, or using a special ability.
In a sentence: " there are actions on the part of the participant which provide a reward under specific circumstances."
Period:
See also
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
capitalism
def: : "an economic system characterized by private or corporate ownership of capital goods, by investments that are determined by private decision, and by prices, production, and the distribution of goods that are determined mainly by competition in a free market" (Webster's dictionary)
Who said it: Mentioned in [ Marx, Marx & Engels, Gramsci, Williams]     
from leftypedia: Capitalism is often thought of as an economic system in which private actors own and control property in accord with their interests, and demand and supply freely set prices in markets in a way that can serve the best interests of society(ehem). The essential feature of capitalism is the motive to make a profit.
    In standard Marxist historiography capitalism is the mode of production that follows feudalism and precedes socialism.
Capitalism is characterized by:
factory production
money exchange
private ownership
wage-labor
profit-making
production for exchange (commodities)
in context [ 
In a sentence: it is easier to imagine the end of the world that the end of capitalism. =(Zizek?)
Period: XVI century - present
See also: productivity,
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: wiki ✔]
click farm
def:
A form of click fraud where a large group of low-paid workers are hired to click on paid advertising links for the click farmer. The workers click the links, surf the target website for a period of time, and possibly sign up for newsletters prior to clicking another link. It is extremely difficult for an automated filter to detect this simulated traffic as fake because the visitor behavior appears exactly the same as that of an actual legitimate visitor 
   
Who said it: Lee Munson,
Mentioned in https://www.security-faqs.com/what-is-a-click-farm.html
in context
Click farms are used by all sorts of businesses, often to inflate their following or engagement, and they can be hired to do multiple actions such as:
   
Services offered by click farms can include:
Social media followers and likes
Posting comments on websites or social media
Generating website traffic
Creating backlinks
Carrying out repetitive click based tasks
Channelling traffic to fraudulent sites to increase rankings, domain authority or to collect payouts on display ads
Sharing , often fake, news articles (troll factories)*
With the majority of the world’s click farms based in countries with minimal employment and labour laws, their main legal issues are around employee rights, working conditions and wages.
https://www.diggitmagazine.com/sites/default/files/styles/inline_image/public/click-farm-1.jpg?itok=6n0PvXm6
*I once read an article about ppl with disabilities worked in the click farm. (Maybe I need to fact check it-chae)
Links:
https://www.clickcease.com/blog/click-farms-what-are-they-what-are-they-for/
https://www.clickcease.com/blog/what-is-click-fraud/
https://en.wikipedia.org/wiki/Click_farm
In a sentence:
As online engagement became currency, click farms exploit workers in order to mass produce fraudulent user interactions.
See also: productive play
   


* Editing the "what is a loot box text in order to make it a content for the publication
https://pad.xpub.nl/p/loot.box.definition


–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
===Excerpt from markdown file===
[note: wiki ✔]


collective sensitivity, actually: collective sensibility
- A closed box with objects inside.
def:
- A digital or physical box.
sensitivity (noun):
- A virtual box inside video games containing randomized items.
/sɛnsɪˈtɪvɪti/
- |-
the quality or condition of being sensitive.
    A virtual box of hidden
– feelings liable to be offended or hurt; sensibilities.
    motives, designed
    to persuade and
    trick players.
- |-
    A virtual box where
    the user can pay and
    access products. Those
    items can be useful to
    develop you character
    in the game or can
    be collectable.
- A lottery box.
- |-
    It looks like a real gift,
    but you purchase it
    for yourself.
- You choose it.
- You get something nice.


sensitive:
- |-
/ˈsɛnsɪtɪv/
    A box embedded in
– quick to detect or respond to slight changes, signals, or influences.
    a context.
– having or displaying a quick and delicate appreciation of others' feelings.
- It works within the context of a game.
- It works outside the context of a game.
- When the game gets tough, the loot box offers you a shortcut.


sensibility
- nw: Payment
/ˌsɛnsɪˈbɪlɪti/
  se: Reward
– the quality of being able to appreciate and respond to complex emotional or aesthetic influences; sensitivity.
- A virtual feature that players can purchase with real money. It is usually available in free-to-play games or full-price games.
– sensitivity to sensory stimuli.
- "You don't get it for free, and you don't know what you get."
- A promise for a virtual treasure that is purchased with real money. You buy a virtual treasure hoping it contains something valuable within the world of the game.


in context:
- Fast-thinking
- It is what motivates immediate irrational purchases.
- It can be rational in the context of the game.
- A quest, narrative or social pressure can justify any loot box.
- It appears and disappears quickly in order to seem exclusive. Thus, it makes the player buy it without thinking too much.
- Time pressure creates artificial urgency (jeopardy).


Collective sensibility is an attempt to create an artificial standard of the senses in order for a dominant culture to control a population and its possible division. To comply to the collective sensibility is to compromise on one's individual sensibility in order for this individual to fit in a culture.  
- Excitement and anticipation
- A feeling of excitement and anticipation could be related to the excitement of gambling.
- You know that there is a chance of getting some items that you desire.
- It is desirable because it creates rare chances to get powerful items.
- It is like gambling because you anticipate what is inside.


– What one senses vs what one should sense
- Surprise mechanism
– Standardisation of the senses
- The element of surprise is a highly appreciated aspect of the loot box.
– Artificial standard
- A secret treasure that is not worth the money you pay for it, nor the expectations you have for it. However, that is somehow exciting.
– Shared apprehension of a surrounding
- |-
– Desensitisation of the individual
    Addictiveness is
– Norm for sensibility
    connected to the
– Numbness
    surprise mechanism: the
– Establishing norms
    moment of anticipation
– Refusal to be conscious of one's feeling
    is addictive. It makes
– Comfort
    you feel that anything
    is possible.
- "It's like the cat in the box: is she dead or is she alive? She is both until you open the box."
- An entertaining element.
- |-
    It keeps the players
    hooked to the game by
    using an element
    of surprise.
- The player never knows what is inside of it.
- |-
    Surprise that comes
    with consequences.


- The immediate reward makes it fun. The risk comes with pleasure.
- It derives from the loot, a bunch of goodies that you can get as a reward after you conquer a super boss or level up.
- A reward after accomplishing a really heroic task.
- An immediately rewarding response preceded by a generally customized trigger.
- A guaranteed reward in exchange for money.


"Without a collective sensibility, these crowds would (and still often did) form their own modes of culture based in older forms of collectivity and knowledge that showed no respect for the norms of the factory or the city."
- Progress in the game
"sense of shared culture "
- You have more power in the game.
- Sometimes the game doesn’t reach its full potential without buying a loot box. That makes players feel compelled to make a purchase.
- You will get better if you buy a loot box.


in use:
- sw: Emotional trigger
  ne: Collectible item
- Strong emotional reactions are tied to the financial elements.
- nw: Excitement
  se: Disappointment
- ne: Desire
  sw: Exploitation


(1)"To achieve collaborative networks, we need leaders and people who have a collective sensibility. Starting by being mature and predictable, people must learn to share knowledge, make and keep their commitments, be civil and generous, and to step up and be accountable to others and the business."
- "Even if you don't get exactly what you wish for, you will get something, and you feel somehow rewarded."
- Incremental rewards
- It is disguised as safe and innocent.
- You can keep opening loot boxes forever.


(2)"both personal and collective sensibility may share a cultural watershed, but are seen to evolve independently."
- It interfaces the game and the real world.
- "It’s an alternate reality experience of collecting things you can't own in real life."
- |-
    It’s a pulse in the
    circulation of resources
    between a virtual game
    and the reality outside
    of it.


(3)"More generally, the sensitivity identifies pivotal components that precisely determine collective outcomes generated by a complex network of interactions."
- Loot box as currency exchange
- ne: Game coin
  sw: Real money
- nw: Power-Up
  se: Pleasure


(4)"Group social sensitivity, hence, is expected to be conducive for high levels of performance across multiple tasks..."
- Designed to be addictive
- Very real addictive mechanisms.
- A repeated scheme that ensures constant spending into virtual game currencies.
- Designed to be desirable and to be purchased again and again.
- Some rewards are rare and that makes the loot box desirable.
- It puts you in a condition for purchasing without thinking too much.
- Its timespan is similar to the discount periods or Black Friday.
- Looking under the hood.
- |-
    A trigger for
    addictive behaviour.
- |-
    A gambling mechanism,
    exploitative by design,
    that promises immediate
    in-game rewards to
    the player.
- |-
    The rewards of the loot
    box can affect both the
    gameplay and the social
    environment around
    the game.
- |-
    It sets the beat
    for repeated
    microtransactions.
- |-
    It's a repetitive
    rhythm for the
    player's temporality.
- It builds a habit by triggering the attention and the emotional response of the player.
- "It's fun."
- |-
    It ensures that you
    keep playing
    potentially forever.
- From habit to addiction.
- You pay money to obtain something new.
- sw: Ritual
  ne: Thrill
- nw: Risk
  se: Destiny


- It hacks the temporality of a game.
- |-
    It allows you
    to customize your
    game character.
- It shifts the dynamics in the game.
- |-
    It provides you with
    collectables or power-
    ups that make you
    progress inside
    the game.
- |-
    A temporalized tool
    for the distribution
    and management
    of resources.
- The potentially endless collection creates artificial needs.
- The benefits for you are emotional. The benefits for the game platforms are financial.
- "A money-making mechanism that uses real-world money in video games' worlds."


ref:
- |-
(1) https://healthycompanies.com/developing-a-collective-sensibility/
    It targets
(2) https://thekarachicollective.com/sensibility-the-dna-of-creativity-dictionaries/
    vulnerable players.
(3) https://pubmed.ncbi.nlm.nih.gov/32486948/
- |-
(4) https://www.frontiersin.org/articles/10.3389/fpsyg.2016.00676/full
    A trigger for
    addictive behaviour.
- |-
    A trigger for
    toxic behaviour.
- An escape from real life.
- Fake promises.


Who said it: Mentioned in  https://reallifemag.com/well-played/
- |-
from leftypedia:
    FOMO (fear of
in context [ 
    missing out)
In a sentence:
- The surprise mechanism and exclusivity of the loot box creates a constant FOMO.
Period�:
- Peer pressure
See also




–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
- ne: Social pressure
  sw: Individual engagement


[note: wiki ✔]
- A personalized 1 to 1 interaction
 
- 1 to machine interaction
Communism
def: ideology -> Communism or (radical) socialism is the belief that the capitalist mode of production should be abolished in favor for a classless, moneyless, stateless society.
society -> Communism, also referred to as socialism, is the society that Marxism predicts will succeed capitalism.
Communism is based on common ownership of the means of production, cooperative labour, and freely associated producers (or, the free association of equal producers) that administer production on the basis of a social or common plan. The social character of labour, unlike in capitalism (see Law of value), is directly expressed (directly or immediately social labour) via the association of producers. Consequently, communism is a society without commodity production, commodity exchange (and markets) and therefore without a universal equivalent (i.e. money). Value, the value-form, and the law of value have therefore also disappeared. [1]
The superstructure arising from this base or economic structure would be based on collective administration of free and social individuals. communism is therefore a stateless society.
 
Who said it: Marx, Marx & Engels Mentioned in [    The Communist Manifesto  (1848) Marx & Engels 
from leftypedia:"Communism [as ideology]  or (radical) socialism is the belief that the capitalist mode of production should be abolished in favor for a classless, moneyless, stateless society."
in context  (1840s: "All the powers of old Europe have entered into a holy alliance to exorcise this spectre: Pope and Tsar, Metternich and Guizot, French Radicals and German police-spies."  Marx & Engels
In a sentence: "A spectre is haunting Europe – the spectre of communism" (Marx & Engels  )
Period�: 1848 - present
 
See also
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: wiki ✔]
counterculture (g)
 
structure:  in opposition to mainstream society
 
 
https://londonhuawiki.wpi.edu/images/1/1d/The_1960s.jpg
 
def: (a) "A counterculture is a culture whose values and norms of behavior differ substantially from those of mainstream society, sometimes diametrically opposed to mainstream cultural mores. A countercultural movement expresses the ethos and aspirations of a specific population during a well-defined era." [wiki]
(b) countercultures often are of dissenting character in relation to the established superstructure/ruling ideologies. They become part of the popular culture or fully integrated to culture after revolutionary actions or activist actions, consistent and confident defiance of established "rules". Counter culture can also purposefully present themselves as disturbances of defiance of any current stream (may they cross as certain times) as way to protest, as emancipation or contestation.
 
in context (a) one famous counterculture is the hippy movement from the 60s-70s which was demonstrated by very defying aesthetically "divergent" hair features, sexual liberation, eye-catching fashion and uprisal against the dominant political/social structures.
(b) nowadays the queer community holds some of the keys to one of the main counterculture stream, where gender defaults are refuted, social norms re-evaluated and contested, communal cohesion starts with individual expression and affirmation, diversity first and foremost.
Feminism has shared platforms between counter- and mainstream culture, where different aspects have been shared, when the queer community has always mainly evolved on the side-lines, it is now coming more and more in the main cultural streams.
(c) mainstream culture uses countercultures as fashionable ideologies on and off, but counterculture also makes use of mainstream society to vehiculate ideologies (pop culture, artists like Lady Gaga, channels counter-communities within mainstream medias)
 
“born this way” has been the rallying cry of the mainstream gay rights movement (link)
 
https://www.gannett-cdn.com/-mm-/5d17408cb1c4f7bc3950f7f36049d0f8e9555153/c=0-400-4926-3183/local/-/media/2017/06/15/USATODAY/USATODAY/636331545629871708-AFP-553471431.jpg
 
In context (2)  See Fred Turner's From Counterculture to Cyberculture: Stewart Brand, the Whole Earth Network, and the Rise of Digital Utopianism (2008), which charts how the [(left)Libertarian] values of the US 1960s counterculture (hippy communes, experiments with LSD &c)  are taken up by the big tec companies ; so a lot of the 'freedom' rhetoric on the internet in the 2000s is related to the US 60s counterculture movement. The model for the network is provided by The. Whole Earth Catalog (1968) which advanced freedom via "access to tools"
 
In a sentence: counterculture stands in opposition to the mainstream society until it gets incorporated within the mainstream society, mostly arises from social/political divergences/conflicts/defiance
 
See also counterhegemony and mainstream
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: wiki ✔]
counterhegemony
 
    def: Counter-hegemony refers to attempts to critique or dismantle hegemonic power. In other words, it is a confrontation and/or opposition to existing status quo and its legitimacy in politics, but can also be observed in various other spheres of life, such as history, media, music, etc. (wiki)
   
Who said it: Mentioned in  Gramsci, Hall, Hebdidge   
 
In context:  It could be a trade union library or a community-based orchestra (see The Pan-Afrikan Peoples Arkestra)
In a sentence:
Period�: 1920s-2020s
See also: subculture, hegemony
 
 
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: wiki ✔]
dispositif:
    Def: "Dispositif or dispositive is a term used by the French intellectual Michel Foucault, generally to refer to the various institutional, physical, and administrative mechanisms and knowledge structures which enhance and maintain the exercise of power within the social body. The links between these elements are said to be heterogeneous since knowledge, practices, techniques, and institutions are established and reestablished in every age. It is through these links that power relations are structured." Wikipedia
   
Who said it?
In The Confession of the Flesh (1977) Foucault states: ""What I'm trying to pick out with this term is, firstly, a thoroughly heterogeneous ensemble consisting of discourses, institutions, architectural forms, regulatory decisions, laws, administrative measures, scientific statements, philosophical, moral and philanthropic propositions–in short, the said as much as the unsaid. Such are the elements of the apparatus. The apparatus itself is the system of relations that can be established between these elements."
 
An apparatus or a distribution of power which is non-hierarchical (where power does not come from the top down but is distributed, like an apparatus with different elements working together.) This differs from the base-superstructure model.)
 
Mentioned in  Fuchs,  Gamification as twenty-first century ideology; The dispositif that supports gamification is a heterogenous ensemble in Foucault’s understanding of the apparatus because it contains multiple fields of application.."  See also Foucault in  The Confession of the Flesh (1977) "
See also: (in contrast to) base-superstructure
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: wiki ✔]
 
democracy
def: "Democracy (Greek: δημοκρατία, dēmokratiā, from dēmos 'people' and kratos 'rule') is a form of government in which the people govern themselves, usually by electing bodies of representatives.[1] Western capitalist society is dominated by liberal democracies, which revolutionary socialists criticise as legitimising organs of a dictatorship of the capitalist class, and obstacles against the establishment of meaningful democracy of the masses." leftypedia
def (2):"Democracy (Greek: δημοκρατία, dēmokratiā, from dēmos 'people' and kratos 'rule'[1]) is a form of government in which the people have the authority to deliberate and decide legislation ("direct democracy"), or to choose governing officials to do so ("representative democracy"). Who is considered part of "the people" and how authority is shared among or delegated by the people has changed over time and at different rates in different countries, but over time more and more of a democratic country's inhabitants have generally been included. Cornerstones of democracy include freedom of assembly, association and speech, inclusiveness and equality, citizenship, consent of the governed, voting rights, freedom from unwarranted governmental deprivation of the right to life and liberty, and minority rights.
The notion of democracy has evolved over time considerably. The original form of democracy was a direct democracy. The most common form of democracy today is a representative democracy, where the people elect government officials to govern on their behalf such as in a parliamentary or presidential democracy.[2]" Wikipedia
Who said it: Mentioned in wikipedia says (origins):  "The term democracy first appeared in ancient Greek political and philosophical thought in the city-state of Athens during classical antiquity. The word comes from dêmos '(common) people' and krátos 'force/might'. Under Cleisthenes, what is generally held as the first example of a type of democracy in 508–507 BC was established in Athens. Cleisthenes is referred to as "the father of Athenian democracy".
from leftypedia:
in context  Do we behave democratically in our day-to-day life?
In a sentence: Democracy (Greek: δημοκρατία, dēmokratiā, from dēmos 'people' and kratos 'rule')
             
see also: capitalism / ideology
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: wiki ✔]
 
enlightenment
def: Wikipedia: "The Age of Enlightenment (also known as the Age of Reason or simply the Enlightenment) was an intellectual and philosophical movement that dominated Europe in the 17th and 18th centuries. The Enlightenment included a range of ideas centered on the value of human happiness, the pursuit of knowledge obtained by means of reason and the evidence of the senses, and ideals such as liberty, progress, toleration, fraternity, constitutional government, and separation of church and state."
 
Who said it: Mentioned  by Kant (1724-1804) : What is Enlightenment? "Enlightenment is man's emergence from his self-imposed nonage. Nonage is the inability to use one's own understanding without another's guidance." [For Kant enlightenment is a condition of self-knowledge/ self-understanding, which was emblematic of his era (The Enlightenment or Age of Reason)]
Also Mentioned by Michel Foucault : What is Enlightenment? (1984) "What, then, is this event that is called the Aufklärung [enlightenment] and that has determined, at least in part, what we are, what we think, and what we do today ?" For Foucault the enlightenment represents a moment when people were able to reflect on the condition of their own thought. 
 
from leftypedia:
in context [
In a sentence:
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: wiki ✔]
 
Entertainment
Entertainment is a form of activity that holds the attention and interest of an audience or gives pleasure and delight. It can be an idea or a task, but is more likely to be one of the activities or events that have developed over thousands of years specifically for the purpose of keeping an audience's attention. [Wiki]
 
Mentioned in: "Video Games as Meaningful Entertainment Experiences" by Mary Beth Oliver, Nicholas David Bowman, Julia K. Woolley, Ryan Rogers, Brett I. Sherrick and Mun-Young Chung
 
In context: Movies are the easiest and most common form of entertainment that most people in the world consume. Other forms of entertainment are: Books, video games, tv shows, sporting events, circuses, comedy events, music festivals, etc.
 
In a sentence: Entertainment consists of performances of plays and films, and activities such as reading and watching television, that give people pleasure.
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: wiki ✔]
 
false consciousness
def: "False consciousness is a term used by some to describe ways in which material, ideological, and institutional processes are said to mislead members of the proletariat and other class actors within capitalist societies, concealing the exploitation intrinsic to the social relations between classes." (wiki)
 
Who said it: Mentioned in [ Gamification as twenty-first-century ideology, Mathias Fuchs ]    (a)"When the evangelists of gamification tell us that work must be play, that our personalities will be playful, that the whole economy is a game, and that each and every activity from cradle to grave can be turned into a game, we encounter false consciousness that is socially necessary."  (b) "This state of alienation has also been referred to as ‘false consciousness’. In the closing chapter of Alfred Sohn-Rethel’s Intellectual and Manual Labour (1978: 196), the author invokes the concept of ‘necessary false consciousness’. This is a type of false consciousness that is not just faulty consciousness; necessary false consciousness is rather a type of false consciousness that is logically correct. However cruel, meaningless or destructive it might seem, it is necessary for the system in which we are working to keep working until we die so that we will shop until we drop."
 
from leftypedia:[ Consciousness, Class consciousness]
"A materialist understanding of class is known by Marxists as 'class consciousness'. This understanding is the knowledge of one's own position in the economic hierarchy, and the acceptance of the interests which therefore benefit the individual. The term is most often used to describe the working class, or elements of it, becoming aware of their own exploitation and working to oppose it in unity with their fellow workers, but it can also be used to describe the self-awareness of the bourgeoisie of their superior position in society and their efforts to maintain the present hierarchy. It is often contrasted with its inverse, 'false consciousness', which describes the lack of this knowledge causing the worker to labour contrary to his own interests as a member of the oppressed class (for instance through vocal support of the ruling classes and existing power structures)."
 
in context [ Gamification as twenty-first-century ideology, Mathias Fuchs]
"Gamification propaganda in the style of ‘work is play’, ‘work can be play’ or ‘work harder, play harder’ are suggesting that work can be contained within the ‘sphere of play’ (Huizinga [1938] 1949). Such statements and consequently the whole concept of gamification are ideological as they express false consciousness of the nature of work and play (see, e.g., the magazine covers in Figure 3, designed by Anthony Burrill 2008). "
 
In a sentence: False consciousness is the state in which one feels like they are given full agency of their own choices/actions when in fact they are subject to a certain ideology that has come to seem so self-speaking they wouldn't question it
 
    see also: gamification, play, capitalism, alienation
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: wiki ✔]
fan culture/fandom
 
A fandom is a subculture composed of fans characterized by a feeling of empathy and camaraderie with others who share a common interest. Fans typically are interested in even minor details of the objects of their fandom and spend a significant portion of their time and energy involved with their interest, often as a part of a social network with particular practices, differentiating fandom-affiliated people from those with only a casual interest. [Wiki]
The history of the word “fandom” starts with a very old word — “fanatic.” “Fanatic” arose out of a Latin word, “fānāticus,” which, in turn, came from the word “fanum,” meaning “temple” or “shrine". In the late 19th-century, the word "fan" started to be used to describe an enthousiast of a certain sports team.
 
Mentioned in: "On productivity and game fandom" by Hanna Wirman
“Textual Poachers: Television Fan & Participatory Culture” by Henry Jenkins
In context: Members of a fandom associate with one another and build a community around their fan interest (e.g.: celebrities, hobbies, genres, fashion, ...). A fan culture often includes fan activities such as conventions, writing fan fictions, participating in fan online forums and discussions, purchasing merchandise and collector items, etc. Some of the largest fandoms are the Harry Potter fandom, Anime fandom and the BTS army (BTS is a K-Pop group).
In a sentence: A fandom is a subgroup of fans that share a common interest.
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
fast-thinking & slow-thinking
def: Wikipedia: "Thinking, Fast and Slow is a 2011 book by Israeli-American psychologist Daniel Kahneman.
The book's main thesis is that of a dichotomy between two modes of thought: "System 1" is fast, instinctive and emotional; "System 2" is slower, more deliberative, and more logical.
Who said it: Mentioned in Thinking Fast and Slow (2011) by Daniel Kahneman.     
from leftypedia:
in context [ 
In a sentence:
    See also: (by contrast) enlightenment.
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
free-to-play (F2P, FtP)
def: "Free to play (F2P or FtP) refers to a business model for online games in which the game designers do not charge the user or player in order to join the game. Instead, they hope to bring in revenue from advertisements or in-game sales, such as payment for upgrades, special abilities, special items, and expansion packs.[...]Free to play games center around gamers' willingness to purchase items or pay for access to new content once they have tried out the game and become familiar with its mechanics." Techopedia
Free-to-play's model is sometimes derisively referred to as free-to-start due to not being entirely free. There are several kinds of free-to-play business models. The most common is based on the freemium software model, in which users are granted access to a fully functional game but are incentivised to pay microtransactions to access additional content. Sometimes the content is entirely blocked without payment; other times it requires immense time 'unlocking' it for non-paying players, and paying the fee speeds the unlocking process. Another method of generating revenue is to integrate advertisements into the game.
The model was first popularly used in early massively multiplayer online games targeted towards casual gamers, before finding wider adoption among games released by major video game publishers to combat video game piracy. - Wikipedia
 
Who said it: Matt Mihaly (created the first known business model of exchanging virtual items for money in an online game, in 1997);
The model was later realised by Nexon in South Korea to a degree first catching more major media attention at the time. The first Nexon game to use it, QuizQuiz, was released in October 1999. Its creator Lee Seungchan would go on to create MapleStory.
 
   
period: contemporary (after late 1990s) The model started in the late 1990s and early 2000s, in some highly successful MMOs; targeted children and casual gamers.
In a sentence: Free-to-play games are easy to access for wider audiences because the user doesn't need to pay in order to play the game. Those games are monetised later either by using their user data (advertisements + get funding for critical user mass) or by adding payable content inside the game. Because of being so accessible, they became quite popular and attracted high numbers of players.
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: wiki ✔]
 
fun (chae)
def:
    Fun is defined by the Oxford English Dictionary as "Light-hearted pleasure, enjoyment, or amusement; boisterous joviality or merrymaking; entertainment".
    According to Johan Huizinga, fun is "an absolutely primary category of life, familiar to everybody at a glance right down to the animal level."[11] Psychological studies reveal both the importance of fun and its effect on the perception of time, which is sometimes said to be shortened when one is having fun.[12][13] As the adage states: "Time flies when you're having fun".
    With the emergence of entertainment industry, fun is sold as a consumer product in the form of games, novelties, television, toys and other amusements. Marxist sociologists such as the Frankfurt School criticise mass-manufactured fun as too calculated and empty to be fully satisfying.
[wikipedia]
 
https://upload.wikimedia.org/wikipedia/commons/thumb/6/69/%22Fun%2C_off_the_job_keeps_him_on_the_Job%22_-_NARA_-_514789.jpg/500px-%22Fun%2C_off_the_job_keeps_him_on_the_Job%22_-_NARA_-_514789.jpg
WW2 era employment poster about the importance of fun
 
Mentioned by: Johan Huizinga | Frankfurt school(ex. Max Horkheimer/Theodor W. Adorno / Erich Fromm/Herbert Marcuse)
 
In context:
 
[In ev’ry job that must be done
    There is an element of fun
    You find the fun, and snap!
    The job’s a game!
    From Mary Poppins, 1964 ]
 
    [Gamification can nowadays be spotted almost every- where: When we look at theatre theory, we will find ‘game theatre’ (Rakow 2013: n.p.); when we look at religious blogs, we’ll find ‘gamifying religion’ (Toler 2013: n.p.); when we look at the information from health services, we’ll find ‘fun ways to cure cancer’ (Scott 2013: n.p.) or ‘dice game against swine flu’ (Marsh and Boffey 2009: n.p.); and when we investigate collective water management, we’ll find ‘games to save water’ (Meinzen-Dick 2013: n.p.). from Gamification as 21st century ideology by Mathuas Fuchs]
 
"Ultimately, the attempt to harmonize play and labour, however, is ideol- ogy. Gamification that has at its core the suggestion that work can be fun is therefore caught in the trap of a self-contained ideological system that is in synch with the development of the relations of production of our society. And that is as glamorous and successful as it is untrue because of its nature as necessary false consciousness. " from Gamification as 21st century ideology by Mathuas Fuchs]
 
["We question the underlying assumptions about games and play, which rely on highly procedural and simplified practice, that underpin gamification’s usefulness. As a process, gamification relies on two key addi- tions to the Taylorist model: first, that work can be made more productive by duplicating things that are fun in non-leisure circumstances, and second, that play can be made productive by the compulsive and compulsory generation of data that can be fed back into production processes. In both cases, the act of ‘play’ is only superficially about fun. Instead, its real focus is the generation of data and the norming of leisure time as something that should be produc- tive. In the first case, the hope is that the gamified training devices, market- ing materials and so on will mimic fun well enough that workers will want to participate, perhaps even when they are off the clock. Coldstone Creamery’s various gamification experiments serve as excellent examples of this.
 
As every student knows, things that attempt to make learning fun do not always succeed. In these cases, gamification results in something like a photo- copy of fun and games, and just as with photocopies, each version loses a little detail. More problematic for workers, of course, is the question of what happens when gamified processes succeed and actually result in something so fun that work can creep into leisure time. In such moments, unless workers are compensated for the time spent, companies experience what is essentially a free boost to production. The more successfully fun the game, the larger the uncompensated productive boost." from Taylorism 2.0]
 
Note: superficially fun / forced fun => how can we differentiate these with let's say genuine fun? Hierarchy of fun
The relation between fun and time is interesting. How do we perceive time?
in sentence:
   
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
gambling
dutch vice
def:
Who said it: Mentioned in [       
from leftypedia:
in context [ 
In a sentence:
    See also: gamification / lootbox
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: wiki ✔]
 
gamification
def: the application of typical elements of game playing (e.g. point scoring, competition with others, rules of play) to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service.
Who said it: Mentioned in [  Fuchs, Gamification as twenty-first century ideology ], [ Jennifer Dewinter, Katy A Kocurek, Randall Nichols, Gamification as twenty-firstcentury ideology]
in context [ Gamification as the process of turning extra-ludic activities into play. I argue that gamification might be seen as a form of ideology and therefore a mechanism of the dominant class to set agenda and to legitimize actions taken by this very class or group.  [Gamification is based on similar principles of measurement and observation with a focus on both the reorganization of work and leisure
 
In a sentence: to put it simply, a way to make any other thing look like a game, therefore it seems like a fun/desirable activity instead of an imposition/exploitation/slavery. Strategy used to motivate the user/employee/citizen in order to get more/better results/data.
 
See also: productive play / gambling
 
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
gold farming
 
def:
Gold farming is the practice of playing a massively multiplayer online game (MMO) to acquire in-game currency, later selling it for real-world money.
 
Who said it:
Richard Heeks
 
Mentioned in:
Real-World Production in Developing Countries for the Virtual Economies of Online Games
 
In context:
Gold farmers make real money in three main ways, listed in what are likely to be decreasing order of activity and earnings:
 
• Selling in-game currency: akin to purchasing real-world foreign exchange. The
currency is purchased via a web site at a clearly stated real-to-virtual currency
exchange rate, with payment typically made via PayPal or credit card. Then the
purchaser is messaged and told to "meet" one of the gold farming avatars in game,
and the in-game currency is transferred.
 
• Power-levelling: payment is again made via a web site but this time the gold-
farming firm is provided with the purchaser's game username and password.
Their staff then "play" the purchaser's character in the game, building up its levels
(of combat or other skills). Once the character has reached the agreed level, it is
handed back to the purchaser.
 
• Selling in-game items: the transaction occurs in very much the same way except that an item rather than currency is transferred 
 
 
http://newsimg.bbc.co.uk/media/images/44947000/jpg/_44947119_358ca59e-67aa-4d07-a3a2-2267f4d7fcdf.jpg
 
 
Links
https://www.theguardian.com/world/2011/may/25/china-prisoners-internet-gaming-scam
http://hummedia.manchester.ac.uk/institutes/gdi/publications/workingpapers/di/di_wp32.pdf
https://www.economist.com/the-americas/2019/11/21/venezuelas-paper-currency-is-worthless-so-its-people-seek-virtual-gold
 
------------------------------------------------------------------------------------------
gift(chae)
def: (noun) 1. a thing given willingly to someone without payment; a present.
  (noun) 2. a natural ability or talent.
  (verb) give (something) as a gift, especially formally or as a donation or bequest.
[oxford languages]
 
A gift or a present is an item given to someone without the expectation of payment or anything in return. An item is not a gift if that item is already owned by the one to whom it is given. Although gift-giving might involve an expectation of reciprocity, a gift is meant to be free. In many countries, the act of mutually exchanging money, goods, etc. may sustain social relations and contribute to social cohesion. Economists have elaborated the economics of gift-giving into the notion of a gift economy. By extension the term gift can refer to any item or act of service that makes the other happier or less sad, especially as a favor, including forgiveness and kindness. Gifts are also first and foremost presented on occasions such as birthdays and holidays.
[wikipedia]
 
Who said it:
Marcel Mausse | George Bataille |
 
Mentioned in
["Marcel Mauss ([1923/1924] 1954) believes that a fundamental quality of human interaction must exist outside the rationality of exchange and of monetary interest. Based on ethnological research, he proposed the notion of the gift as an alternative to the rationalist calculation of capitalist exchange ([1923/1924] 1954). Giving away without any expectation for payback allows us to act in a way that is non- alienated and differs considerably from the exchange of commodities with the aim of profit making. George Bataille’s (1975) perspective on economic structure used the concept of the gift developed by Mauss in order to support his affirmation of the possibility of human sovereignty within economic systems. For Bataille, play was one of the conceivable frameworks that foster a type of sacrifice that resembles a gift. (...)
 
A gamified work process, a gamified consumer service, or a gamified learning experience will always try to keep the customer accumulating points, badges or money. In regard to the gifts offered by gamification apps, there is also a substantial differ- ence to freely giving away (in the sense of Mauss and Bataille) on one hand and the pointsification-oriented incentives on the other hand. Bonuses and badges handed out to increase customer loyalty are the opposite of generous gifts. If gifts, as they are given in environments like Farmville (Zynga 2009), SuperBetter (McGonigal 2012c) or the Starbucks App (Starbucks Coffee Company 2014), only serve to increase the profits of some and the exploita- tion of others, then they are far from sovereign praxis. (...)
 
A gift in a gamification context is never ‘le don’ as Mauss conceived it ([1923/1924] 1954). The gamified Homo Ludens is just an advancement of the homo economicus. The former might have a smile on his face, but the smile is a sarcastic one. Mauss’ gift and even more so Bataille’s excessive gift held a promise for the possibility to escape the cage of traditional economic reasoning. Bataille was hoping for a Copernican revolution that turns an economy of scarcity into one of excess: ‘[c]hanging from the perspectives of restrictive economy to those of general economy actually accomplishes a Copernican transformation: a reversal of thinking – and of ethics’ (1991: 25). Bataille identifies the gift, excessive play and sexuality as areas where his ‘general economy’ can already be observed nowadays. The French philosopher thinks of playing games in the wider sense as a nucleus of emancipation." from Gamification as 21st century ideology by Mathias Fuchs ]
 
["Giving a gift to someone is not necessarily just an altruistic act. It may be given in the hope that the receiver reciprocates in a particular way. It may take the form of positive reinforcement as a reward for compliance, possibly for an underhand manipulative and abusive purpose." from "Who's Pulling Your Strings ? How to Break The Cycle of Manipulation by Braiker, Harriet B"
]
 
In a sentence:
 
[note: see also gift economy
 
https://en.wikipedia.org/wiki/Gift_economy]
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––--
Gift Economy
definition:
    A gift economy or gift culture is a mode of exchange where valuables are not sold, but rather given without an explicit agreement for immediate or future rewards. Social norms and customs govern giving a gift in a gift culture, gifts are not given in an explicit exchange of goods or services for money, or some other commodity or service. This contrasts with a barter economy or a market economy, where goods and services are primarily explicitly exchanged for value received.
    According to anthropologists Maurice Bloch and Jonathan Parry, it is the unsettled relationship between market and non-market exchange that attracts the most attention. Some authors argue that gift economies build community, while markets harm community relationships.
 
Gift exchange is distinguished from other forms of exchange by a number of principles, such as the form of property rights governing the articles exchanged; whether gifting forms a distinct "sphere of exchange" that can be characterized as an "economic system"; and the character of the social relationship that the gift exchange establishes. Gift ideology in highly commercialized societies differs from the "prestations" typical of non-market societies. Gift economies also differ from related phenomena, such as common property regimes and the exchange of non-commodified labour.
[wikipedia]
 
mentioned by:
    Marcel Mausse
 
In sentence:
   
See also:
   
-––
[note: needs to be added to the wiki!]
 
Grundrisse
def: (1) Marx's notebooks, published in the mid 20th century. "Marx wrote this huge manuscript as part of his preparation for what would become A Contribution to the Critique of Political Economy (published in 1859) and Capital (published 1867)." [...] "The series of seven notebooks were rough-drafted by Marx, chiefly for purposes of self-clarification, during the winter of 1857-8. The manuscript became lost in circumstances still unknown and was first effectively published, in the German original, in 1953"  Translator's introduction to Grundrisse
[(2) (a) MATHEMATIK senkrechte Projektion eines Gegenstandes auf einer waagerechten Ebene (= vertical projection of an object on a horizontal plane)
(b) BAUWESEN maßstabgerechte Zeichnung, Darstellung des waagerechten Schnittes eines Bauwerks (= true-to-scale drawing, representation of the horizontal section of a building)]
 
Who said it: Mentioned in Marx, Hall, Williams     
from leftypedia:
in context: The publication of Grundrisse, Marx's notebooks, allowed for a reassessment of Marx's writing for post-war scholars, including Williams, Hall, Adorno
https://www.marxists.org/archive/marx/works/download/pdf/grundrisse.pdf
 
 
In a sentence:
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
high performance
def:
Who said it: Mentioned in [       
from leftypedia:
in context [ 
In a sentence:
See also: productivity / productive / capitalism
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
(NOTE: counterhegemony has its own entry)
 
hegemony [note: wiki ✔]
def: (wiki) In Marxist philosophy, Antonio Gramsci defined cultural hegemony as the ruling class's manipulation of the value system and mores of a society, so that the ruling class perspective is the world view of society;[5] thus, in the relations among the social classes of a society, the term hegemony describes the cultural dominance of a ruling class, which compels the subordination of the other social classes."
Who said it: Mentioned in [ Marx,  Gramsci , Hall, Hebdidge] 
from leftypedia:
in context [ 
In a sentence:
   
    Who said it: Mentioned in  Gramsci , Hall (encoding-decoding), Hebdidge (Subculture, the Meaning of Style)] 
from leftypedia:
in context [ 
In a sentence:        “Ideas and opinions are not spontaneously "born" in each individual brain: they have had a centre of formation, or irradiation, of dissemination, of persuasion-a group of men, or a single individual even, which has developed them and presented them in the political form of current reality.”
― Antonio Gramsci, Selections from the Prison Notebooks
See also: counterhegemony
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
Harmogeny
 
Hegemony performed by creating an artificial harmony.
 
See also: 'Artficial standard', 'Collective sensibility'
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: wiki ✔]
 
Hook Habit Hobby or Hook Model: or HHH [grr] --> isn't this whale-hunting? yes, that was the name of the horrible conference.
def:  Hook Model —
At its simplest form, the hook model describes how businesses can fundamentally change behaviour within their users, and create day-to-day habits around their products. The heart of the principle is that businesses should always seek to connect a user’s problem to your solution with enough frequency to make it a habit.
A four-phase process companies use to form habits; through consecutive hook cycles, successful products reach their ultimate goal of unprompted user engagement, bringing users back repeatedly, without depending on costly advertising or aggressive messaging.
who said it: The Jimquisition in The Addictive Cost Of Predatory Videogame Monetization  |
in context:
    it's a business model that is used also in videogames to ensure that microtransactions are turned from an occasional event into a rooted habit for gamers. This model functions following different strategies to ensure continuous profiting, like fast thinking processes, gatchas (collectible items), subscriptions, etc.
   
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: wiki ✔]
 
ideology
def:
1) a system of ideas and ideals, especially one which forms the basis of economic or political theory and policy. "the ideology of democracy"
2) a system of ideas which seem self evident and 'natural' to those that hold them.
3) the science of ideas; the study of their origin and nature.
Who said it: Mentioned in Marx, Gramsci, Barthes , Hall, Hebdidge, Williams   
from leftypedia:
in context [ How does gamification express ideology?
Note: "Hegemony and Ideology are two concepts that come in social sciences between which a key difference can be identified. In a general sense, hegemony is the dominance of one group or state over another. On the other hand, ideology is a system of ideas forming the basis of an economic or political theory."
In a sentence: Barthes: "ideology is disguised in plain sight"
             
             
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
inefficiency
 
Lack of efficiency. To do something using more resources than the ones effectively required.
A process that involve unnecessary passages.
   
Who said it:
Mentioned in 
Rules of play defining games, Katie Salen and Eric Zimmerman
Grasshopper: Games, Life, and Utopia, Bernard Suits
 
       
in context
 
From the Suits' definition of game:
   
"To play a game is to engage in activity directed towards bringing about a specific state of
affairs, using only means permitted by rules, where the rules prohibit more efficient in favour
of less efficient means, and where such rules are accepted just because they make possible
such activity"
 
Here inefficiency is something created artificially in order to permit a particular activity, such as
 
In a sentence:
   
   
   
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: wiki ✔]
 
IKEA effect
 
The IKEA effect is a cognitive bias in which consumers place a disproportionately high value on products they partially created. The name refers to Swedish manufacturer and furniture retailer IKEA, which sells many items of furniture that require assembly. [Wiki]
 
Who said it: Michael I. Norton, Daniel Mochon, Dan Ariely
Mentioned in: "The 'IKEA Effect': When Labor Leads to Love" by Michael I. Norton, Daniel Mochon and Dan Ariely
https://www.hbs.edu/ris/Publication%20Files/11-091.pdf
In context: IKEA customers can build their own furniture. People can choose colours to customize their own shoes online. Children can design their own cuddly toy. Customers can order their own creations at chocolate manufacturers.
In a sentence: The IKEA effect describes how people tend to value an object more if they make (or assemble) it themselves.
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
hype 5000$ mitsa
def:
Who said it: Mentioned in [       
from leftypedia:
in context [ 
In a sentence:
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: wiki ✔]
 
labour
def: Labour means physical or mental effort or in other words: Work.
Mentioned in: "Well played" by Vicky Osterweil
 
In Marx (in an image:)
       
   
 
https://pzwiki.wdka.nl/mw-mediadesign/images/7/71/Work.jpg
 
 
https://pzwiki.wdka.nl/mw-mediadesign/images/7/7b/Labour.jpg
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
labour power
def: "By labour-power or capacity for labour is to be understood the aggregate of those mental and physical capabilities existing in a human being, which he exercises whenever he produces a use-value of any description."
"Labour-power, however, becomes a reality only by its exercise; it sets itself in action only by working. But thereby a definite quantity of human muscle, nerve. brain, &c., is wasted, and these require to be restored."
Who said it: Marx , in the Capital 
in context Under capitalism, according to Marx, labour-power becomes a commodity – it is sold and bought on the market. A worker tries to sell their labour-power to an employer, in exchange for a wage or salary. If successful (the only alternative being unemployment), this exchange involves submitting to the authority of the capitalist for a specific period of time.
 
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
labeling technique
def:
Who said it: Mentioned in [       
from leftypedia:
in context [ 
In a sentence:
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
Liberalism
def: "Liberalism is a political and moral philosophy based on liberty, consent of the governed and equality before the law.Liberals espouse a wide array of views depending on their understanding of these principles, but they generally support individual rights (including civil rights and human rights), democracy, secularism, freedom of speech, freedom of the press, freedom of religion and a market economy. Yellow is the political colour most commonly associated with liberalism.
Liberalism became a distinct movement in the Age of Enlightenment, when it became popular among Western philosophers and economists." wikipedia
Who said it: Mentioned in       
from leftypedia:
in context [ "According to Russian President Vladimir Putin, as reported in the Financial Times, 'liberalism has become obsolete'. He claims that the vast majority of people in the world oppose multiculturalism, immigration, and rights for people who are LGBT." Wikipedia
In a sentence: Liberalism is an expression of the political reason of The Enlightenment
 
see also: capitalism / communism /
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
[Image please :-)]
lootbox
def: "In video games, a loot box (also called a loot/prize crate) is a consumable virtual item which can be redeemed to receive a randomised selection of further virtual items, or loot, ranging from simple customization options for a player's avatar or character, to game-changing equipment such as weapons and armor. A loot box is typically a form of monetisation, with players either buying the boxes directly or receiving the boxes during play and later buying "keys" with which to redeem them. These systems may also be known as gacha (based on gashapon – capsule toys) and integrated into gacha games.
Loot box concepts originated from loot systems in massively multiplayer online role-playing games, and from the monetisation of free-to-play mobile gaming. They first appeared in 2004 through 2007, and have appeared in many free-to-play games and in some full-priced titles since then. They are seen by developers and publishers of video games not only to help generate ongoing revenue for games while avoiding drawbacks of paid downloadable content or game subscriptions, but to also keep player interest within games by offering new content and cosmetics through loot-box reward systems.
Loot boxes were popularised through their inclusion in several games throughout the mid-2010s. By the later half of the decade, some games, particularly Star Wars Battlefront II, expanded approaches to the concept that caused them to become highly criticised. Such criticism included "pay to win" gameplay systems that favor those that spend real money on loot boxes and negative effects on gameplay systems to accommodate them, as well as them being anti-consumer when implemented in full-priced games. Due to fears of them being used as a source in gray-market skin gambling, loot boxes began to become regulated under national gambling laws in various countries at the same time." Wikipedia
Who said it: Mentioned in [       
from leftypedia:
in context [ 
In a sentence: the surprise; the promise; the reward; an horizon; the unknown; the inventory
See also: gambling / addiction / gift /
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
Materialism
"For Marx and Engels, materialism meant that the material world, perceptible to the senses, has objective reality independent of mind or spirit. They did not deny the reality of mental or spiritual processes but affirmed that ideas could arise, therefore, only as products and reflections of material conditions." Britanica (Dialectical materialism)
def:
Who said it: Mentioned in Marx, Gramsci     
from leftypedia:
in context [  the ideas we have arise from specific material practices (not the other way around).
In a sentence: 
see also: capitalism /
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: wiki ✔]
 
Mainstream
The mainstream is the prevalent current thought that is widespread. It includes all popular culture and media culture, typically disseminated by mass media. This word is sometimes used in a pejorative sense by subcultures who view ostensibly mainstream culture as not only exclusive but artistically and aesthetically inferior. It is to be distinguished from subcultures and countercultures, and at the opposite extreme are cult followings and fringe theories. The labels "mainstream media" and "mass media" are generally applied to print publications (such as newspapers and magazines), radio formats, and television stations that contain the highest audience or have the broadest appeal. [Wiki]
Mentioned in: "Well played" by Vicky Osterweil
in context: Everything that is seen as normal, that is familiar to the masses and available to the general public is mainstream. An example for mainstream cinema are Hollywood movies.
In a sentence: Media, people, activities, products and ideas that are part of the mainstream are regarded as the most typical, normal, and conventional because they belong to the same group or system as most others of their kind.
See also: pop culture / mass culture
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: wiki ✔]
 
mass culture
def: "Popular culture (also called mass culture or pop culture) is generally recognized by members of a society as a set of the practices, beliefs, and objects that are dominant or prevalent in a society at a given point in time. Popular culture also encompasses the activities and feelings produced as a result of interaction with these dominant objects. The primary driving force behind popular culture is mass appeal, and it is produced by what cultural analyst Theodor Adorno refers to as the "culture industry".wikipedia
Who said it: Mentioned in Adorno, Hebdidge
from leftypedia:
in context 
In a sentence:
See also (by contrast) sub culture | pop culture / mainstream / mass media
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
mass media
def:" Mass media refers to a diverse array of media technologies that reach a large audience via mass communication. The technologies through which this communication takes place include a variety of outlets" Wikipedia.
Who said it: Mentioned in       
from leftypedia:
in context [ 
In a sentence:
See also:
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
master-servant dialectic
def: "The master–slave dialectic is the common name for a famous passage of Georg Wilhelm Friedrich Hegel's Phenomenology of Spirit, though the original German phrase, Herrschaft und Knechtschaft, is more properly translated as Lordship and Bondage.[1] It is widely considered a key element in Hegel's philosophical system, and has heavily influenced many subsequent philosophers.
The passage describes, in narrative form, the development of self-consciousness as such in an encounter between what are thereby (i.e., emerging only from this encounter) two distinct, self-conscious beings. The essence of the dialectic is the movement or motion of recognizing, in which the two self-consciousnesses are constituted in being each recognized as self-conscious by the other. This movement, inexorably taken to its extreme, takes the form of a "struggle to the death" in which one masters [beherrscht] the other, only to find that such lordship makes the very recognition he had sought impossible, since the bondsman, in this state, is not free to offer it." Wikipedia
Who said it: Mentioned in Hegel The Phenomenology of Spirit; "Gamification as twenty-first-century ideology" by M. Fuchs; Lacan Seminar II 
 
In context (1): [from "Gamification as twenty-first-century ideology" by M. Fuchs] "Bataille differs essentially from how Adorno and Benjamin thought about gaming: for Adorno, the ‘repetitiveness of gaming’ is nothing but ‘an after-image of involuntary servitude’ (1984: 401; Adorno, ‘Nachbild von unfreier Arbeit’, 1970: 371), and for Benjamin, the gamer’s actions resemble those of the proletarian worker as they perform what is derived of all meaning: ‘drudgery of the player’ (‘Fron des Spielers’, 1939: 72 -73)
example: [  "When consuming Farmville playtime, the player remains a ‘Knecht’, and Zynga Corporation continues to be the ‘Herr’. Other than what the ideological message promises, it is not the player who is visited by the cash cow; the player is the cash cow, and he or she delivers monetary benefits to Zynga. The difference from the false statement to the right one is only minimal: Instead of Figure 4’s statement ‘Triple your money in a year!’ it should say ‘Triple our money in a year!’"
 
In context(2):"As Hegel pointed out, the tragedy of the masters is that they cannot escape from dependence on their slaves." Barbrook & Cameron in The California Ideology (1995)
 
In a sentence:
Master-slave (two consciousnesses), where the self-consciousness is directed at another that is unequal to itself
When we are gaming for 'free' we are actually the product. When a digital platform offers to organise our life who is the master and who is the slave? Are these examples of the master slave dialectic?
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: wiki ✔]
 
microtransaction
def: "A microtransaction is a business model where users can purchase virtual items for small amounts of money. Microtransactions often appear in free-to-play games, meaning there is no cost to download the game, just a cost to buy the online virtual products." Investopedia
 
Who said it: Mentioned in ["Gamification as twenty-first-century ideology" by M. Fuchs; Hegel,       
from leftypedia:
in context [ 
In a sentence:
see also: loot box, gambling
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: wiki ✔]
monetization (Alex)
def: Monetization (also spelled monetisation) is, broadly speaking, the process of converting something into money.
Gaming monetisation / video games monetization is the type of process that a video game publisher can use to generate revenue from a video game product. The methods of monetization may vary between games, especially when they come from different genres or platforms, but they all serve the same purpose to return money to the game developers, copyright owners, and other stakeholders. As the monetization methods continue to diversify, they also affect the game design in a way that sometimes leads to criticism.
 
Who said it:  Creator Matt Mihaly sought other ways to earn revenue, and after offering a few high-quality in-game items for real-world money at an auction, realized a way to make additional revenue. Mihaly programmed into Achaea what is believed to be the first microtransaction, "dual currency" system, where two pools of in-game currency are available, those that are earned in-game, and those that are converted from real-world purchases into the premium currency, which was the only currency that could be used to purchase "virtual goods" in the game.
In the first decade of the century, the game monetization was affected by the booming of the e-commerce, as well as hardware, software and other information technology developments. All kinds of online games and multiplayer games were connected through the faster Internet. The craze of MMORPG by made the subscription model a profitable way to support the game developers. Many browser games became free to play in order to attract more visits. At the early age of smartphones, mobile games were paid to download because there was usually no interface for a smartphone to install a physical copy.
Period: 1997+, boom in 2000s
 
in context: ["Video games as a consumer product have changed significantly with the advent of in-game purchasing systems (e.g., microtransactions, ‘loot boxes’)...
The analysis revealed that some in-game purchasing systems could be characterized as unfair or exploitative. These systems describe tactics that capitalize on informational advantages (e.g., behavioral tracking) and data manipulation (e.g., price manipulation) to optimize offers to incentivize continuous spending, while offering limited or no guarantees or protections (e.g., refund entitlement), with the potential to exploit vulnerable players (e.g., adolescents, problematic gamers). These findings are critically discussed in relation to behavioral economics, addiction psychology, and the clinical conceptualization of gaming disorder. Appropriate policy and consumer protection measures, psychologically informed interventions, and ethical game design guidelines are needed in order to protect the interests and wellbeing of consumers." - Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective, Daniel L. Kinga,b, Paul H. Delfabbroa, Sally M. Gainsburyc, Michael Dreierd, Nancy Greere, Joël Billieuxf
 
In a sentence:
See also: microtransaction / free-to-play / loot box
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: wiki ✔]
PAP:
   
    Definition
    If you describe something such as information, writing, or entertainment as pap, you mean that you consider it to be of no worth, value, or serious interest.
(a)Bland soft or semi-liquid food such as that suitable for babies or invalids. ("a trayful of tasteless pap").
(b)Worthless or trivial reading matter or entertainment. ("limitless channels serving up an undemanding diet of pap").
(c)Pap culture is in a certain way trash culture, the sewer of popular culture, yet, the most consumed and produced.
(d)Scottish and Northern England dialect. a nipple or teat.
 
Who said it: Mentioned in [Cultural Resistance Reader, Stephen Duncombe] STUART HALL,"NOTES ON DECONSTRUCTING 'THE POPULAR"', "Yesterday's rebellious subculture is today's commercial pap and today's pap can become the basis for tomorrow's culture of resistance (cf. Cowley,Frank, and Hebdige)."
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
pay to play
def: In gaming"The term is also used as slang to refer to Internet services that require that users pay to use them. Usually, it refers to MMORPGs, where players must pay to maintain a playing account, as is the case with Eve Online or World of Warcraft. This is in contrast to free-to-play games. Many formerly pay-to-play MMORPGs have switched to a free-to-play model, including EverQuest, Star Wars: The Old Republic, Aion: The Tower of Eternity, and The Lord of the Rings Online. The game RuneScape features both free accounts for no money or pay-to-play accounts, with a much larger list of features.
The term may also refer to something like the online game Habbo Hotel, where there are games inside the game, which you may pay-to-play to join into a game whilst it is in progress."
 
Who said it: Mentioned in [       
from leftypedia:
in context [ 
In a sentence:
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
pay to win
def:
Who said it: Mentioned in [       
from leftypedia:
in context [ 
In a sentence:
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
peer pressure
def: Peer pressure is the direct or indirect influence on people of peers, members of social groups with similar interests, experiences, or social statuses. Members of a peer group are more likely to influence a person's beliefs and behavior. A group or individual may be encouraged and want to follow their peers by changing their attitudes, values or behaviors to conform to those of the influencing group or individual. For the individual affected by peer pressure, this can result in either a positive or negative effect or both. [Wiki]
Who said it: Mentioned in
in context [ 
In a sentence:
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––--
play(chae)
def:
    Play is a range of intrinsically motivated activities done for recreational pleasure and enjoyment. Play is commonly associated with children and juvenile-level activities, but play occurs at any life stage, and among other higher-functioning animals as well, most notably mammals and birds.
[wikipedia]
 
One definition from Susanna Millar's The Psychology of Play defines play as: “any purposeful mental or physical activity performed either individually or group-wise in leisure time or at work for enjoyment, relaxation, and satisfaction of real-time or long term needs.”
 
    Another definition of play from the twenty-first century comes from the National Playing Fields Association (NPFA). The definition reads as follows: “play is freely chosen, personally directed, intrinsically motivated behaviour that actively engages the child.”[4] This definition focuses more on the child's freedom of choice and personal motivation related to an activity.
 
Who said it:
    Melanie Klein | Jean Piage | William James | Sigmund Freud | Carl Jung | Lev Vygotsky | Johann Huizinga  | Susanna Millar (in anthropology/cybernetics see also Gregory Bateson Steps to an Ecology of Mind)
 
Mentioned in
["Play is a free activity standing quite consciously outside "ordi-nary"life as being "not serious,"but at the same time absorbing the player intensely and utterly. It is an activity connected with no material interest, and no profit can be gained by it. It proceeds within its own proper boundaries of time and space according to fixed rules and in an orderly manner. It promotes the formation of social groupings, which tend to surround themselves with secrecy and to stress their difference from the common world by disguise or other means." from Homo Ludens by Johann Huizinga]
                                                 
["Further, play becomes subservient to work; the very act of codifying play into observable metrics ensures that play loses the power of intrinsic motivation and imagination. The hierarchy of business training games reads thusly: play belongs to games, games belong to algorithms and algorithms represent the intellectual and manual labour processes of high- stakes economics. (...) Play requires imagination and rules. But differently from games, within the rules of play the imagination and rules are plastic, changing to situational exigencies that are defined by actors, culture, materials and ethics. " from Taylorism 2.0: Gamification, scientific management and the capitalist appropriation of play by Jennifer Dewinter]
 
["For Bataille, play was one of the conceivable frameworks that foster a type of sacrifice that resembles a gift. The game in a Huizingian (1938) sense of a free activity was therefore interpreted as opposed to alienated work. Gaming and labour would be diametrically opposed, and the ‘sacred’ within play was a source of hope to escape the master-slave dialectic of capital-labour rela- tionships. As Robert Pfaller demonstrates in his article subtitled ‘Bataille reads Huizinga’ (2010), the Bataillian logic is built upon the dialectics of work and play, and one cannot have one without the other. That is why Georges Bataille, with all his sympathies for Huizinga, differs considerably from the Dutch anthropologist when it comes to the implications that follow from the assumptions made in Homo Ludens. The idea that animals can play, for example, is an idea that Bataille cannot share with Huizinga because a play- ing animal would imply that animals can also work in the sense of engaging in labour processes (Pfaller 2010: 23). No playing animal without a working animal is what Bataille insists on." from Gamification as 21st century ideology by Mathias Fuchs ]
 
In a sentence:
 
see also gift | gamification | work / productive play
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
pop culture (chae)
def:
    Popular culture (also called mass culture or pop culture) is generally recognized by members of a society as a set of the practices, beliefs, and objects that are dominant or prevalent in a society at a given point in time. Popular culture also encompasses the activities and feelings produced as a result of interaction with these dominant objects. The primary driving force behind popular culture is mass appeal, and it is produced by what cultural analyst Theodor Adorno refers to as the "culture industry". Heavily influenced in modern times by mass media, this collection of ideas permeates the everyday lives of people in a given society. Therefore, popular culture has a way of influencing an individual's attitudes towards certain topics. However, there are various ways to define pop culture. (...) Popular culture in the West has been critiqued for its being a system of commercialism that privileges products selected and mass-marketed by the upper-class capitalist elite.
[wikipedia]
 
Who said it:
    Herbert Marcuse | Theodor Adorno | Max Horkheimer | Antonio Gramsci | Guy Debord | Fredric Jameson | Terry Eagleton | Jean-François Lyotard | Jean Baudrillard | ...
 
Mentioned in:
[]
 
In a sentence:
   
see also: mass culture | popular culture | high culture
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
popular(chae)
def:
    (adjective) liked, enjoyed, or supported by many people:
    (adjective) (of cultural activities or products) intended for or suited to the taste, understanding, or means of the general public rather than specialists or intellectuals. [oxford language]
 
Who said it: Stuart Hall | Theodor Adorno
   
Mentioned in [       
 
ref:
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
popularist / populism (chae you go chae><)
def:
    (adjective) designed for the general public; non-specialist; non-intellectual
[Collins English Dictionary]
 
*populist : (adjective) If you describe a politician or an artist as populist, you mean that they claim to care about the interests and opinions of ordinary people rather than those of a small group.
*populism : Populism refers to a range of political stances that emphasize the idea of "the people" and often juxtapose this group against "the elite." A common framework for interpreting populism is known as the ideational approach: this defines populism as an ideology which presents "the people" as a morally good force and contrasts them against "the elite," who are portrayed as corrupt and self-serving. Populists differ in how "the people" are defined, but it can be based along class, ethnic, or national lines. Populists typically present "the elite" as comprising the political, economic, cultural, and media establishment, depicted as a homogeneous entity and accused of placing their own interests, and often the interests of other groups—such as large corporations, foreign countries, or immigrants—above the interests of "the people". [wikipedia]
 
Who said it:
 
Mentioned in [
 
 
in context [ 
 
In a sentence:
 
see also: populism |
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
power structure
def:
Who said it: Mentioned in [       
from leftypedia:
in context [ 
In a sentence:
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
precarity
def:
Who said it: Mentioned in [       
from leftypedia:
in context [ 
In a sentence:
See also: anxiety / capitalism
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: wiki ✔]
productivity / production
def: noun
1. the state or quality of being productive.
2. "the long-term productivity of land"
the effectiveness of productive effort, especially in industry, as measured in terms of the rate of output per unit of input.
"workers have boosted productivity by 30 per cent"
3. [ecology] the rate of production of new biomass by an individual, population, or community; the fertility or capacity of a given habitat or area.
 
Who said it: origin of the term - latin; established in early 17th Century; early 17th century: from French productif, -ive or late Latin productivus, from product- ‘brought forth’, from the verb producere
Marx & Engels:
Means of production
a concept that encompasses the social use and ownership of the land, labor, and capital needed to produce goods, services, and their logistical distribution and delivery.
Productive forces (Marx & Engels) - In Karl Marx and Friedrich Engels' own critique of political economy, it refers to the combination of the means of labor (tools, machinery, land, infrastructure, and so on) with human labour power.
Mode of production
Together with the social and technical relations of production, the productive forces constitute a historically specific mode of production.
 
-also can look at the term as evolving over very long period - starting from tribe culture and productivity of the small tribe society (growing crops, reproduction of the tribe ro survive …), going through medieval landlord society structure, to capitalist usage
 
in context: [“As bodies we are violently torn from the world’s embrace and belatedly return to it as property owners of ourselves,” Ed Cohen writes in A Body Worth Defending. Under this logic — one that sees bodies as “owned” by selves — care becomes entangled with a sense of duty to make the body endlessly productive, an investment capable of yielding returns. Each individual must be a manager of the self and an investor in the body as a capital stock.
This framework helps address the problem of meaningful work that haunted the old capitalism. Meaning is equated with maintaining the body’s productivity, as Taylor had hoped, fusing the elusive goal of self-esteem to measurable output. Only what it is measured is not work productivity directly but a more general potential capability for discipline and accomplishment, captured through the proxy of the body’s fitness." - "Selfwork", Karen Gregory; Kirsty Hendry; Jake Watts; Dave Young; February 02 __WOW__, 2017]
 
In a sentence:
 
see also: productive / productive play / base / superstructure / capitalism
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: wiki ✔]
productive
def: adjective, 2 meanings:
1. popular meaning: profitable, economic, efficient (economic sense)
producing or able to produce large amounts of goods, crops, or other commodities
2. alternative (subversive?)  interpretation: fruitful, rich, inspiring, creative
bringing positive emotions/effects on a personal human level (buildings communities, finding allies, embracing radical friendships, creating safe space etc)
example: helping and supporting a friend in need is the opposite of being productive in the economic sense of the word, but it is very valuable, fruitful, enriching ans in that sense also productive on a personal level
 
in context:
1. You have to be more efficient to make profit.
2. This was a very fruitful conversation! I am so inspired.
 
In a sentence:
Question: Is it possible to embrace the alternative interpretation of the word productive?
 
See also: Productivity / production / productive play
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: wiki ✔]
productive play
def:
1. popular meaning: it looks and feels like playing (a game), but it's actually work. Sometimes you don't realise you are really working, sometimes you are aware of the fact that the work is "masked" as play.
2.
2.1. alternative interpretation: as a creative person, you play around with certain materials and tools to experiment and experience a productive process; the state of being inspired
 
2.2. playing games for meaningful social interaction with other individuals.
 
Who said it: Lidia :)     
 
in context [  Vicky Osterweil in "Well Played"
– Video games are a safe, controlled space of growth, learning, and repetition: a desirable fantasy version of the fractured, precarious, ever shifting workplaces most of us find ourselves in.
– Video games, then, are the (highly profitable) media of consolation specific to neoliberalism. They reinforce a vision of a world entirely grounded in competition, and they provide the gratification of experiencing that framework as satisfying, just — we get to win with it, we get to escape through it, we get to experience a sense of mastery even as our lives are even more shaped by larger and larger forces and increasingly unfathomable networks. (1.)
 
– After-hours labour, masked with enjoyable activities that feel like leisure / also related to self-work (people trying to improve their own capital) (1.)
 
 
In a sentence:
questions:
– what is the difference between productive play and productive game?
– how is it possible to subvert the capitalist/neoliberal mechanisms of productive play?
 
 
see also: productivity / production / productive / play / self-work / gamificaion
 
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
profit
def:
Who said it: Mentioned in [       
from leftypedia:
in context [ 
In a sentence:
See also: productivity / capitalism
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
ransack
\ ˈran-ˌsak
verb
1. to look through thoroughly in often a rough way
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
rationalisation (Max Weber? the mode of modernism / ratio-alisation/ to measure/ to make a number of/information work is alsonratio-analisation/qualities become quantities)
def:
Who said it: Mentioned in [       
from leftypedia:
in context [ 
In a sentence:
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––--
reciprocity
 
definition:
    In cultural anthropology, reciprocity refers to the non-market exchange of goods or labour ranging from direct barter (immediate exchange) to forms of gift exchange where a return is eventually expected (delayed exchange) as in the exchange of birthday gifts. It is thus distinct from the true gift, where no return is expected.
When the exchange is immediate, as in barter, it does not create a social relationship. When the exchange is delayed, it creates both a relationship as well as an obligation for a return (i.e. debt). Hence, some forms of reciprocity can establish hierarchy if the debt is not repaid. The failure to make a return may end a relationship between equals. Reciprocal exchanges can also have a political effect through the creation of multiple obligations and the establishment of leadership, as in the gift exchanges (Moka) between Big Men in Melanesia. Some forms of reciprocity are thus closely related to redistribution, where goods and services are collected by a central figure for eventual distribution to followers.
[wikipedia]
 
Mentioned by:
    Marcel Mausse |
 
In one sentence:
   
See also:
    gift | gift economy
 
-––
[note: needs to be added to the wiki!]
 
resource management
def:
Who said it: Mentioned in [       
from leftypedia:
in context [ 
In a sentence:
-----------------------------------------------------------------------------
[note: needs to be added to the wiki!]
 
responsabilisation/responsibilization (the thing that makes an individual responsible)
def:
(sociology) The transfer of responsibility from higher authorities to communities or individuals who are then called on to take an active role in resolving their own problems.
Who said it: Mentioned in [
from leftypedia:
in context [ 
In a sentence:
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
(cultural) appropriation (the dialectic of appropriation- this seems double edged)
superstructure
def:
Who said it: Mentioned in [       
from leftypedia:
in context [ 
In a sentence:
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: wiki ✔]
self-work
def: Self-work is any action you take towards self-improvement.
   
Who said it: Mentioned in [ "Selfwork" by  Karen Gregory; Kirsty Hendry; Jake Watts; Dave Young
 
in context [ 
"As the factory walls of the old capitalism have dissolved into the networks and virtual spaces of the “new economy,” the distinctions between work time, work space, and domestic space have blurred. Under what sociologists Luc Boltanski and Eve Chiapello have called the “new spirit of capitalism,” technological advances in logistics have made “lean,” “just-in-time” production possible, which demands of workers more flexibility and risk management. This demand was sold to workers as an offer of more freedom and more meaningful work, performed on their own terms, addressing what Boltanski and Chiapello described as the “artistic critique” of the old capitalism, which attacked its tendency to standardize goods and human beings alike."   
 
"workers are invited to seemingly measure themselves, and use the data for their own personal betterment. This calls for different form of measuring that can assess the worker’s body as valuable property."
 
"Wearable technologies bring Taylorism together with the “spirit” of new capitalism, putting them both in direct contact with our bodies. They let us measure our progress while synchronizing and standardizing our selfwork with the demands of waged labor. By using fitness-tracking apps and wearables, the quantification and efficiency fetishes of Taylorism become the logic by which we understand our body’s movement.In individualizing the act of self-care as selfwork, apps push targets, notifications, and nudges onto the user throughout the day as prompts aimed to encourage more activity and, subsequently, more data."
 
"Both artistic labor and physical exercise are heralded as ways to know oneself, and both are often reduced to matters of quantifiable information production. They both hinge on incentives that seek to extract free work under the auspices of “investing in one’s own human capital.” Accordingly, both are affected by society’s intensifying entrepreneurial rhetoric and its erosions of the boundaries around work: incentives to self-quantify couched in “do what you love” rhetoric."
 
In a sentence:
See also: productive play / gamification / anxiety / Taylorism
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
semantic (in culture)
def: sign/symbols
Who said it: Mentioned in [       
from leftypedia:
in context [ 
In a sentence:
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
semiotic (in culture)
def: language/logic
Who said it: Mentioned in [       
from leftypedia:
in context [ 
In a sentence:
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
social proof
def:
Who said it: Mentioned in [       
from leftypedia:
in context [ 
In a sentence:
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
Surveillance
def:
Who said it: Mentioned in [       
from leftypedia:
in context [ 
In a sentence:
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
tantamount
/ˈtantəmaʊnt/
Learn to pronounce
adjective
equivalent in seriousness to; virtually the same as.
 
---------------------------------------------------------------------------------------------
[note: needs to be added to the wiki!]
 
soup
def: Soup is a primarily liquid food, generally served warm or hot, that is made by combining ingredients of meat or vegetables with stock, milk, or water. Hot soups are additionally characterized by boiling solid ingredients in liquids in a pot until the flavors are extracted, forming a broth.
Who said it: Mentioned in [  Nutrition Facts
Campbell's Chunky Chicken Broccoli Cheese with Potato SoupCampbell's Chunky Savory Pot Roast SoupCampbell's Chunky Soups Steak 'N' Potato SoupCampbell's Condensed Vegetable SoupCampbell's Cream of Onion Condensed SoupCampbell's Red and White Beefy Mushroom SoupCampbell's Red and White Chicken Gumbo  Condensed SoupCampbell's Red and White Chicken Noodle SoupCampbell's Red and White Chicken Noodle SoupCampbell's Red and White Cream of Asparagus SoupCampbell's Select Harvest SoupCampbell's Select Soup Vegetable Medley SoupCampbell's Soup at HandChicken soupFish soupFrench onion soupPea soupSoup, egg dropSoup, hot and sourTomato soupCampbell's Chunky Chicken Broccoli Cheese with Potato Soup]
Sources include: USDA   
from leftypedia: shareable meal
in context [  dinner party]
In a sentence: "let's have a soup tonight!"
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
Taylorism
def: the principles or practice of scientific management and work efficiency as practised in a system known as the Taylor System. A factory management system developed in the late 19th century to increase efficiency by evaluating every step in a manufacturing process and breaking down production into specialized repetitive tasks.
Scientific management is sometimes known as Taylorism after its pioneer, Frederick Winslow Taylor. Taylor began the theory's development in the United States within manufacturing industries, especially steel.
Who said it: Frederick Winslow Taylor.Mentioned in [Selfwork by Karen Gregory; Kirsty Hendry; Jake Watts; Dave Young ]     
from leftypedia:
in context [ 
In a sentence:
Period: the 1880s and 1890s - now
See also: Selfwork , Gamification, False Consciousness,
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: wiki ✔]
Tempo vs rhythm (Kimberley + Supi)
 
def:
Tempo (noun) (plural tempos or tempi | ˈtempē | )
1 Music the speed at which a passage of music is or should be played.
2 the rate or speed of motion or activity; pace
 
Rhythm (noun)
- a strong, regular, repeated pattern of movement or sound
- the systematic arrangement of musical sounds, principally according to duration and periodic stress
- a particular type of pattern formed by rhythm.
 
who said it/in context:
 
In the context of industrialisation and principles of scientific management (Taylorism), we differentiate 'tempo' from 'rhythm' according to Simone Weil ('La condition ouvrière'; note: still looking for an english translation).
In a factory, for example, the tempo is given by the mechanic of machines and timers to which workers have to adapt. As an other type of temporality, rhythm which is internal, allows one to use their own agency by adjusting efforts and developing intelligent methods of production.
 
"To pass from rhythm to tempo is to repress this biological temporality" (1)
 
"This sensitivity to rhythm is inherent to poetry. It is inherent to the metre of the verses, which bring thinking and emotion in one same movement." (2)
 
Taylorism aims to divide labour into fragmented repetitive tasks, thus depersonalising the work by establishing an oppressive routine (tempo) and suppressing qualified work (work requiring and expertise and therefor the worker's agency). Therefor, Taylorism dissociate the thinking process from the execution process, suppressing the individual possibility to develop method and intelligence in one's work. Workers are desensitised, and their body become tools part of a machine for the sake of efficiency and productivity.
 
(1) (2): See Alain Supiot' interview on Simone Weil's work
 
Further thoughts:
"It is never easy to demand the most from ourselves, from our lives, from our work. To encourage excellence is to go beyond the encouraged mediocrity of our society." (7)
 
"For within living structures defined by profit, by linear power, by institutional dehumanisation, our feelings were not meant to survive" (6)
 
internal–external time:
(3)"the awareness of the passing of time is internal"
"distinction between physical time and "internal consciousness of time"
"There is no single time: there is a different duration for every trajectory; and time passes at different rhythms according to place and according to speed."
(5) "electronic consciousness"
-> misalignment/asynchronous
alignment = sense of being in sync -> efficiency and productivity
machine - human time
organic/improvised/standardized/structured
rhythm of an external structure/process that an individual is a part of/tools used in the process
 
static–moving rhythm:
(3) "rhythm at which things occur that are stationary" vs. "rhythm at which things happen that move with you"
"the energy from one tone sets the other in motion"
(4)"over-amplified resonances that could destroy a system"
(8)"in a rowboat, one's body still feels motion, and rhythm, but not the cadence of a gait. the wave-scale motion has vast intensities...how do we normally move through the world in ways that limit or prohibit the world from entering us?"
oscillate + constant
 
ref:
(1) (2): https://www.versobooks.com/blogs/3365-the-perspective-of-the-drowning-alain-supiot-on-simone-weil
Simone Weil (untranslated: :a condition ouvriere)
(6)Audre Lorde "Poetry is not a luxury"
"Notes on Deconstructing 'The Popular'" by Stuart Hall
(3) "The Order of Time" - Carlo Rovelli
(4) "Spectres II: Resonances" - Shelter Press
'Modern times', charlie Chaplin:
https://www.youtube.com/watch?v=GLeDdzGUTq0
(5) "Stockhausen Serves Imperialism" - Cornelius Cardew
(7) Audre Lord in 'Uses of the erotic'
(8) "Rowboat Phenomenology" - Angela Sakrison
 
In a sentence: Tempo and rhythm can be seen as two types of temporalities: one being external, mechanical and the other one internal, sensitive.
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
Token
 
def:
Who said it: Mentioned in [       
from leftypedia:
in context [ 
In a sentence:
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
toy(chae)
def:
    (noun) an object for children to play with: an object that is used by an adult for pleasure rather than for serious use:
 
    A toy is an item that is used primarily by children though may also be marketed to adults under certain circumstances. Playing with toys can be an enjoyable means of training young children for life experiences. Different materials like wood, clay, paper, and plastic are used to make toys. Many items are designed to serve as toys, but goods produced for other purposes can also be used. For instance, a small child may fold an ordinary piece of paper into an airplane shape and "fly it." Newer forms of toys include interactive digital entertainment and smart toys. Some toys are produced primarily as collectors' items and are intended for display only.
   
who said it/in context:
    ["Role-playing games are not the only kind of play activity that exists on the border of our definition. A computer program like Sim City does not have explicit goals, and in that way is more like a toy than a game. However, as its designer Will Wright has often stated, players can turn it into a game by constructing their own goals. Does this make Sim City an informal play activity or a formalized game? It all depends on how it is framed." from Rules of Play - Game Design Fundamentals by Katie Salen and Eric Zimmerman ]
 
Also see: play
 
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
trinket
\ ˈtriŋ-kət  \
noun
1: a small ornament (such as a jewel or ring)
2: a small article of equipment
3: a thing of little value
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
unpaid labour (was: unfree labour)
def: Unpaid labour involves the extraction of economic (‘surplus’) value from the workforce without compensation and usually consists of unremunerated, yet ‘productive’ activities performed by the worker and/or freelance beside their paid tasks.
Who said it: Mentioned in [       
from leftypedia:
in context [ 
In a sentence:
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
U-Music & E-Music
def:
Who said it: Mentioned in [       
from leftypedia:
in context [ 
In a sentence:
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
ventriloquism
\ ven-ˈtri-lə-ˌkwi-zəm
noun
1. the production of the voice in such a way that the sound seems to come from a source other than the vocal organs of the speaker
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
[note: needs to be added to the wiki!]
 
whale-hunting
"hook, habit, hobby"
it's the process that gets the user in the game
1. ice breaker with a good deal
 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––---––
 
AUTHORS
More womxn please!
ADORNO
ADORNO & HORKHEIMER
 
CONRAD
 
ENGELS Friedrich Engels, sometimes anglicised as Frederick Engels (28 November 1820 – 5 August 1895), was a German philosopher, critic of political economy, historian, political theorist and revolutionary socialist. He was also a businessman, journalist and political activist, whose father was an owner of large textile factories in Salford (Lancashire, England) and Barmen, Prussia (now Wuppertal, Germany).
Engels developed what is now known as Marxism together with Karl Marx. In 1845, he published The Condition of the Working Class in England, based on personal observations and research in English cities. In 1848, Engels co-authored The Communist Manifesto with Marx and also authored and co-authored (primarily with Marx) many other works. Later, Engels supported Marx financially, allowing him to do research and write Das Kapital. After Marx's death, Engels edited the second and third volumes of Das Kapital. Additionally, Engels organised Marx's notes on the Theories of Surplus Value which were later published as the "fourth volume" of Das Kapital.[8][9] In 1884, he published The Origin of the Family, Private Property and the State on the basis of Marx's ethnographic research.
On 5 August 1895, aged 74, Engels died of laryngeal cancer in London. Following cremation, his ashes were scattered off Beachy Head, near Eastbourne.
 
FOUCALT Paul-Michel Foucault  1926 – 1984 was a French philosopher, historian of ideas, writer, political activist, and literary critic.
Foucault's theories primarily address the relationship between power and knowledge, and how they are used as a form of social control through societal institutions. Though often cited as a structuralist and postmodernist, Foucault rejected these labels.[9] His thought has influenced academics, especially those working in communication studies, anthropology, psychology, sociology, criminology, cultural studies, literary theory, feminism, Marxism and critical theory.
Born in Poitiers, France, into an upper-middle-class family, Foucault was educated at the Lycée Henri-IV, at the École Normale Supérieure, where he developed an interest in philosophy and came under the influence of his tutors Jean Hyppolite and Louis Althusser, and at the University of Paris (Sorbonne), where he earned degrees in philosophy and psychology. After several years as a cultural diplomat abroad, he returned to France and published his first major book, The History of Madness (1961). After obtaining work between 1960 and 1966 at the University of Clermont-Ferrand, he produced The Birth of the Clinic (1963) and The Order of Things (1966), publications which displayed his increasing involvement with structuralism, from which he later distanced himself. These first three histories exemplified a historiographical technique Foucault was developing called "archaeology."
From 1966 to 1968, Foucault lectured at the University of Tunis before returning to France, where he became head of the philosophy department at the new experimental university of Paris VIII. Foucault subsequently published The Archaeology of Knowledge (1969). In 1970, Foucault was admitted to the Collège de France, a membership he retained until his death. He also became active in several left-wing groups involved in campaigns against racism and human rights abuses and for penal reform. Foucault later published Discipline and Punish (1975) and The History of Sexuality (1976), in which he developed archaeological and genealogical methods which emphasized the role that power plays in society.
Foucault died in Paris from complications of HIV/AIDS; he became the first public figure in France to die from complications of the disease. His partner Daniel Defert founded the AIDES charity in his memory.
FUCHS
GRAMSCI Antonio Francesco Gramsci  1891 – 1937) was an Italian Marxist philosopher, journalist, linguist, writer, and politician. He wrote on philosophy, political theory, sociology, history, and linguistics. He was a founding member and one-time leader of the Communist Party of Italy and was imprisoned by Benito Mussolini's Fascist regime.
Gramsci wrote more than 30 notebooks and 3,000 pages of history and analysis during his imprisonment. His Prison Notebooks are considered a highly original contribution to 20th-century political theory. Gramsci drew insights from varying sources – not only other Marxists but also thinkers such as Niccolò Machiavelli, Vilfredo Pareto, Georges Sorel, and Benedetto Croce. The notebooks cover a wide range of topics, including Italian history and nationalism, the French Revolution, fascism, Taylorism and Fordism, civil society, folklore, religion and high and popular culture.
Gramsci is best known for his theory of cultural hegemony, which describes how the state and ruling capitalist class – the bourgeoisie – use cultural institutions to maintain power in capitalist societies. The bourgeoisie, in Gramsci's view, develops a hegemonic culture using ideology, rather than violence, economic force, or coercion. Hegemonic culture propagates its own values and norms so that they become the "common sense" values of all and thus maintain the status quo. Cultural hegemony is therefore used to maintain consent to the capitalist order, rather than the use of force to maintain order. This cultural hegemony is produced and reproduced by the dominant class through the institutions that form the superstructure.
Gramsci also attempted to break from the economic determinism of traditional Marxist thought, and so is sometimes described as a neo-Marxist. He held a humanistic understanding of Marxism, seeing it as a "philosophy of praxis" and an "absolute historicism" that transcends traditional materialism and traditional idealism.
 
STUART HALL
Stuart Henry McPhail Hall FBA ( 1932 – 2014) was a Jamaican-born British Marxist sociologist, cultural theorist, and political activist. Hall, along with Richard Hoggart and Raymond Williams, was one of the founding figures of the school of thought that is now known as British Cultural Studies or the Birmingham School of Cultural Studies.
In the 1950s Hall was a founder of the influential New Left Review. At Hoggart's invitation, he joined the Centre for Contemporary Cultural Studies at Birmingham University in 1964. Hall took over from Hoggart as acting director of the centre in 1968, became its director in 1972, and remained there until 1979. While at the centre, Hall is credited with playing a role in expanding the scope of cultural studies to deal with race and gender, and with helping to incorporate new ideas derived from the work of French theorists like Michel Foucault.
Hall left the centre in 1979 to become a professor of sociology at the Open University. He was President of the British Sociological Association from 1995 to 1997. He retired from the Open University in 1997 and was a professor emeritus. British newspaper The Observer called him "one of the country's leading cultural theorists". Hall was also involved in the Black Arts Movement. Movie directors such as John Akomfrah and Isaac Julien also see him as one of their heroes.
Hall was married to Catherine Hall, a feminist professor of modern British history at University College London, with whom he had two children. After his death, Stuart Hall was described as "one of the most influential intellectuals of the last sixty years".
MARK FISHER?
MARX
 
MARX & ENGELS (famous couple)
 
Raymond Williams Raymond Henry Williams (1921 – 1988) was a Welsh socialist writer, academic, novelist and critic influential within the New Left and in wider culture. His writings on politics, culture, the media and literature contributed to the Marxist critique of culture and the arts. Some 750,000 copies of his books were sold in UK editions alone,[2] and there are many translations available. His work laid foundations for the field of cultural studies and cultural materialism.
 
VICKY OSTERWEIL
 
TAYLOR Frederick Winslow Taylor (1856 – 1915) was an American mechanical engineer. He was widely known for his methods to improve industrial efficiency.[1] He was one of the first management consultants.[2] In 1911, Taylor summed up his efficiency techniques in his book The Principles of Scientific Management which, in 2001, Fellows of the Academy of Management voted the most influential management book of the twentieth century.[3] His pioneering work in applying engineering principles to the work done on the factory floor was instrumental in the creation and development of the branch of engineering that is now known as industrial engineering. Taylor made his name, and was most proud of his work, in scientific management; however, he made his fortune patenting steel-process improvements. As a result, Scientific management is sometimes referred to as Taylorism.
 
BATAILLE Georges Albert Maurice Victor Bataille  1897 – 1962 was a French philosopher and intellectual working in philosophy, literature, sociology, anthropology, consumerism, and history of art. His writing, which included essays, novels, and poetry, explored such subjects as erotism, mysticism, surrealism, and transgression. His work would prove influential on subsequent schools of philosophy and social theory, including poststructuralism.
 
def:
Who said it: Mentioned in [       
from leftypedia:
in context [ 
In a sentence:
Period�:
See also
 
Raymond Williams
 
 
SPECIFIC BOOKS/READINGS/VIDEOS?
 
SUBCULTURE - The meaning of style DICK HEBDIGE
WELL PLAYED - Vicky Osterweil
RULES OF PLAY - Katie Salen and Eric Zimmerman
 
 
Glossary reference???
https://pad.xpub.nl/p/Rejection_Glossary
 
___________________________________________________________________________________
Tidy [alpha] version:
https://pzwiki.wdka.nl/mediadesign/Glossary_of_productive_play
 
https://pzwiki.wdka.nl/mediadesign/Glossary_of_productive_play
* ''What is a loot box?'' with everyone in class
https://pad.xpub.nl/p/16022022-ste<3
* Editing the "what is a loot box text in order to make it a content for the publication
https://pad.xpub.nl/p/loot.box.definition

Latest revision as of 21:06, 7 April 2022

2nd Trimester

Noise cancelling devices with kamo, chae and erica

https://pad.xpub.nl/p/noice_cancelling_devices_turns_off_also_your_inner

From pad

NOISE CANCELLING MAGIC https://www.youtube.com/watch?v=YNK4Wc3-Ij4 (Noise Cancelling Heaphones Experiment)


Gear-Apple-Airpods-Max-Angle-SOURCE-Apple.jpg



BACKGROUND

"세상에 혼자 있는 기분"이라거나 "우주 공간으로 날아간 기분" -> Feel like I am alone in this world / Feels like over the moon-in the space Review of Noise cancelling headphones


In Seoul, the city is super noisy and very crowded. You are constantly surrounded by all the mass/mess. So by having a noise-cancelling headphone, it allows you to make a personal space. Having a personal space was not a key concept in conventional history. For example, the door knob/ door is a very Western concept. By closing a door meaning having a private space.

private space as privilege -> maybe even the most privileged ppl in back in the days, did not have personal spaces... idk(need more research)

I think this shows the recent tendency of ppl feeling tired of life, constantly surrounded by unwanted stimuli.

"How people are using noise cancelling to settle in the silence and revel in the sounds." Real stories of people tuning in or out to feel peace, find escape, and for self-care.

"Work from home like a boss" BOSE Website: https://www.bose.com/en_us/products/headphones/noise_cancelling_headphones.html


---


how can we distinguish the material functioning from the ideological functioning? see also "perfomative materiality and theoretical approach to interfaces" by Johanna Drucker


ANC(Active Noise Control): Active noise control (ANC), also known as noise cancellation (NC), or active noise reduction (ANR), is a method for reducing unwanted sound by the addition of a second sound specifically designed to cancel the first. The concept was first developed in the late 1930s; later developmental work that began in the 1950s eventually resulted in commercial airline headsets with the technology becoming available in the late 1980s. The technology is also used in road vehicle and in mobile telephones.

noise-cancelling headphones: Noise-cancelling headphones are headphones that reduce unwanted ambient sounds using active noise control. This is distinct from passive headphones which, if they reduce ambient sounds at all, use techniques such as soundproofing. (wiki)

how does it work? A microphone captures the targeted ambient sounds, and a small amplifier generates sound waves that are exactly out of phase with the undesired sounds. When the sound pressure of the noise wave is high, the cancelling wave is low (and vice versa). The opposite sound waves collide and are eliminated or "cancelled". (wiki) what are the premises for its functioning and for its development?

the noise reduction probably started from the desire to record sound to achieve the most accurate copy of the “original”.

"Throughout the history of sound reproduction, efforts to prevent, reduce, or eliminate all of the noise and distortion produced by sound media were a major concern for inventors, engineers, and developers; and the myth of perfect fidelity, based on the ideal of the vanishing mediator, retained a strong appeal. From the standpoint of noise reduction practices, noise and distortion are inherently negative and disruptive. As the conceptual genealogy provided in the previous chapter makes clear, however, the fight against noise and distortion ultimately amounts to an interminable game of cat and mouse. First come innovations in sound definition. It then emerges, however, that the new technologies affect the sounds they reproduce, often in unforeseen ways, which in turn demand new measures for preventing, reducing, or otherwise eliminating these effects." ---------> at some point when engineers try to clean a certain sound from the noise they end up altering the sound. Because 🤯 noise is fundamental to the sound. 🤯


"Everyone who is serious about music should buy a pair of noise cancelling headphones. You may be an audiophile, or you may be someone who doesn't want to think too much about your headphones. Either way, noise cancelling headphones are purpose-built for destroying outside noise, and they're really good at it." soundguys.com


it relies on 1 the idea that the high fidelity reproduction of music (or every cultural object) is something always desirable. 2 that a cultural object is detached from the world where it comes from. 3 that contamination between the piece and the soundscape is something that impoverish and not enrich it.

this is great!! sorry for intervening


- an object for a single user fruition - and by removing significative manifestation of the world it enforces a concept of individuality - its functioning supposes a center and a rest of the world (well, 👂 two centers 👂) - it reminds me about the visual critics about linear perspective and how occidental visual culture is embedded with anthropocentric premises.

more about it here >>> https://www.e-flux.com/journal/24/67860/in-free-fall-a-thought-experiment-on-vertical-perspective/

- this devices make no distinction between sound and noise, in fact it treat everything as noise,

- ideology and narratives: it's difficult to think about ideology without casting new ideologies on things ? i mean it's always a matter of encoding / decoding signs: re enchanting objects with our ideologies


what does it cancel? it cancels the lower frequencies for cutting specific sound that are perceived as noise. but...


it's an objects that makes self-isolation not only possible but also desirable:

   - how  does it materially work? it registers the frequencies of the surroundings and reproduces them but inverted, so to neutralize the formers
   - what does imply? 

+ that there is a noisy background + that this noisy background is to be rejected for various reason in various occasions (to improve attention/concentration, to filter too many inputs, to ... etc) + that you don't have power on silencing your surrounding by interacting directly with it (passively)

to certain extent the noise cancelling headphones make me thing of false consciousness the most, because it seems super normal to use them in very chaotic environments as they offer a very quick and normalized solution. at the same time they are an object that could turn out handy in situations where an high performance is required. I'm thinking about the optimization of productivity, but also the example of the guy in the spectrum of autism whose well-being is not sought by intervening on the cause of extra-inputs but on the immediate-temporary filtering of those. yes, in the end, i think the point of this device is that its design, development and functioning are soaked of a certain ideology to the extent that by not intervening directly on the causes of noise while filtering noise for a person, it can be repurposed in a world in which the responsibilities for solving a problem are dropped on the individuals, that the solving of this problem is temporary, but that this temporary solution is normal and preferable because the environment is immutable.


+ they might be used in open offices where employees work really close the one to the other in order to reduce the sound and be more productive. + machines as computers, fridges or other people working may produce low frequency sound, that is perceived as noise and then it is cut out. But why exactly are they cut out? + in several contexts the female sound frequencies have been perceived as noise. So another important question is what range of frequencies is perceived as noise from the designer of a product and what is the filtering of this noise.


safety measures from extreme environments (WDKA wood workshop, factories, planes, ) applied to everyday life

it works on perception, it doesn't affect the sources it implies that your surroundings are immutable, and therefore it validates them

making the Glossary of productive play with everyone in class

https://pad.xpub.nl/p/02022022

https://pzwiki.wdka.nl/mediadesign/Glossary_of_productive_play

___________________________________________________________________________________ Tidy [alpha] version: https://pzwiki.wdka.nl/mediadesign/Glossary_of_productive_play

https://pzwiki.wdka.nl/mediadesign/Glossary_of_productive_play

  • What is a loot box? with everyone in class

https://pad.xpub.nl/p/16022022-ste<3

Excerpt from the pad

2022/02/16 Reading + Writing with Steve Steve writes: Thanks for this: we read through the wiki and through this pad = thanks so much for your suggestions and ideas

ideas for the lootbox: https://pzwiki.wdka.nl/mediadesign/Future_Loot_Box time schedule proposal: https://hub.xpub.nl/soupboat/pad/p/si17-overall game playlist: https://pzwiki.wdka.nl/mediadesign/Game_Playlist al's pad: https://pad.xpub.nl/p/alnik-si17-research

proposal for todays questions:

   1. what are the characteristics of the lootbox? do we all agree on those? can we sharpen them? (based on yesterdays class, see list below)
   2. what characteristic do we want to subvert? how?
   3. who is the audience?

Player POV Developer POV Ideology POV

subvert /səbˈvəːt/ verb gerund or present participle: subverting undermine the power and authority of (an established system or institution). to overturn or overthrow from the foundation : RUIN to pervert or corrupt by an undermining of morals, allegiance, or faith When you subvert something, your words or actions criticize or undermine the usual way of doing something or common values. The girl who wears a tuxedo to the prom might subvert traditional ideas about beauty. To subvert an institution like a school or a government is to overthrow it or stop its normal way of functioning. Subvert comes from the Latin word subvertere, which combines the prefix sub, under, and the suffix vertere, to turn. So you can imagine something that subverts as overturning or flipping the usual way of doing things, like a student who subverts a teacher's authority, causing chaos in the classroom.

Examples of Subvert in a sentence In the movie, the rebels sought to subvert the tribunal’s power and replace the body with a democratic government. My stepmother is slowly changing things in our house in an attempt to subvert my mother’s traditions. Since the prince was in a hurry to become king, he planned to subvert his father’s influence by convincing everyone the leader was insane. The dictator ordered the execution of every insurgent who sought to subvert his authority. When the first mate tried to subvert the captain’s position, he was thrown overboard.

OUR DEFINITION OF SUBVERT taking something and making you own but also a bit of not conflictive way if we want to subvert the lootbox, how it is used in a manipulated way make fun of it __CANWEDISCUSS at some point__, change it, turning it around intention to reveal / question the mechanisms of the lootbox part of the loot box is that it keeps a secret chenging the context but not the functionality, it doesn't transform everything There are multiple ways/strategies to subvert something change direction or orientation of something


CHOOSE WHAT TO SUBVERT with a purpose we don't have to subvert everything


   -- from yesterday , characteristics of the loot box--

cost (you pay for it) exclusivity (limited time frame to obtain it) collectionable (you can have more) surprise mechanism further additional investment ? creates a certain final fantasy/desire gambling? (investment will not probably come back, anticipation) exploitative addictiveness reward fun & funny the risk/ the pleasure => emotion / create strong emotional reaction..? i have a choice (kinda), i feel empowered that i have that choice emotional reasoning

11.45 - 11.50 (5 min) Describe the loot box in your own words 11.50 - 12.00 (10 min) Describe the connections you make of the different characteristics of the loot box 12.00 - 12.15 (15 min) Discuss all together 12:15 (10 mins) go through the future loot box wiki page

Gi: The loot box is a virtual feature players can purchase with real money in free-to-play games or full-price-games. It can be assumed to be a certain item or feature but is random to the player. The element of surprise is a highly appreciated aspect of the loot box. Because of the way this feature has been embedded in games, it has very real addictive mechanisms to it. Some players might even feel cornered into purchasing loot boxes as the game cannot reach its “full potential” without it. This repeated scheme ensures the constant spending of the players into virtual game currencies. (what is a loot box)

The context of the loot box is very demanding to the player, it is what motivates immediate irrational (can be rational in the context of the game) purchases. The urgency of a narrative, quest, social pressure or else can justify any loot boxes. The immediate reward makes it fun, the risk comes with pleasure. This thus combines cost, addictiveness, gambling, reward, fun. Strong emotional reactions are tied to finances. The surprise mechanism and exclusivity of the loot box creates a constant FOMO, the endless collecting potential of loot box creates fantasy needs for people to be exploited by the fun. The benefits for the game platforms are financial, for the player emotional. (connections of the loot box characteristics)

Carmen:

   - The loot box is like a secret treasure that is usually not worth the money you pay for it, or the expectations you have for it, but that its somehow exciting. I think the addictiveness is very connected to the surprise mechanism, I think that anticipation moment is what is addictive. How that makes you feel. Anything is possible. Of course then you open it and its disappointing. But there is a moment before opening it when ANYTHING is possible. I like that state of being. Is like the cat in the box, is he dead is he alive, he is both until you open the box. In that sense, this feeling of excitement and anticipation could be related to the excitement of gambling.
    I think the reward is also connected to the collectionable feature, you feel that even if you don't get exactly what you wish you will get something, so you feel somehow rewarded, and the fact that there are more tries available make this reward feeling safe, thus repeteable or collectionable. 

Jian: The lootbox is a digital or physical box that contains random (or unknown) items. The box is embedded in a context (for example in the fictional world of a game). There are 2 main characteristics: – Payment – Surprise The main characteristics or mechanisms of the lootbox are the payment and the surprise. You don´t get it for free, and you dont know what you get. The combination of payment and surprise can have the following effects: gambling, addiction, pleisure, thrill, excitement, reward, disappointment, risk, ritual, exclusivity, time pressure, social pressure, desire, destiny, exploitation, FOMO etc.

Chae In video game, the loot box is a virtual object containing randomized items—from making your game character more unique to shifting the dynamic of game.

The loot box is 1) an entertaining element, keeping the players hooked to the game by using the element of surprise and; 2) a money-making mechanism in video game by using real world money to get it.

Mitsa 1. A loot box is a virtual box inside video games that provide a player with collectibles or essential items that make them progress inside the game. It derives from the loot, a bunch of goodies that a player can get as a reward after they conquer-win a super boss or level up. But the loot box in its more recent and exploitative version is getting purchased with real money from a player. The player never knows what is inside of it. But they know that there is a chance of getting some items that they desire. Many times a loot box appear in the gameplay and it disappears quickly in order to be exclusive and make the player buy them without thinking too much.

2. The loot box are designed for making profit and its latest form are getting purchased directly by the consumer. In order to be really essential for the player/consumer for keeping them more on the game and making them purchasing it again and again they are designed in order to be desirable. They are desirable because they create the chances that a player gets a really rare or powerful item out of them. But they are like gambling because the player doesn't know what is inside of it. They look like real gifts -they are closed boxes- but you purchase them for yourself. And at some point you get them as a reward after accomplishing a really heroic task. Also the fact that the loot boxes are rare makes them again desirable and put the player in a condition for purchasing them without thinking too much. This last characteristic is similar to the discount periods or black friday.

Supi 1. a loot box is a virtual box of hidden motives designed to persuade and/or trick players. an alternate reality experience of collecting things you can't own in real life 2. surprise that comes with consequences, risk, reward, trigger for addictive/toxic behavior

(answered the wrong question below) - surprise mechanism: how does exposing the inner workings and real motives of the loot box affect the players' behavior/decision making? looking under the hood - time: time constraint or the lack thereof: how this contributes to the risk/pleasure/adrenaline rush that comes with every loot box unlocking experience

flem 1. a virtual box where the user can pay and access products/items that can be useful to go on with the game, or can be collectable. This lottery box is based on a surprise and gambling mechanism, in which the user, excited for the "new-things-idea" would pay weird amounts of money to obtain something they have no idea about. a player pays real money to buy a virtual treasure box, HOPING it contains something valuable within the world of the game 2. no limitations (not good both for who is addicted or for children) the idea that you will get better if you buy one rewarding experience: you choose, you get something nice (idea of the gift to yourself), you have more power in the game (and in your life?) guaranteed reward in exchange of money (the characteristic that worries me the most is: game as escapism from the real life)

k.

1. A loot box is a gambling mechanism, exploitative by design, that promises immediate in-game rewards to the player. Those rewards can affect both the gameplay and the social environment around the game.

2.gambling (desire, surprise, fun, anticipation, risk) exploitative (designed to be addictive, target vulnerable player) immediate reward (hack the temporality of a game)

grgr The lootbox is a temporalized tool for the distribution and management of resources between the inside of the gameplay and the outside of the gameplay. Lootbox is like a pulse in the circulation of resources between virtual game and the reality ouside of it. Lootbox is temporalized because it sets the beat, it's a repetitive rhythm for the player's temporality. It builds an habit by triggering the attention and the emotional response of the player (surprise element + gambling + reward + it's fun), and ensuring that the player keeps playing potentially forever (from habit to addiction). The lootbox is also a mechanism that focuses on individual engagement, a personalized 1 to 1 interaction, or 1 to machine interaction. an immediately rewarding response preceeded by a generally customized trigger. but these are also the things I would like to change or make them fairer in our lootbox.

These two things are great= "They look like real gifts -they are closed boxes" & "hack the temporality of a game"

SUM UP (OUR CHARACTERISTICS OF A LOOT BOX): unknown items/closed boxes (a gift to yourself) surprise /excitement / emotional response gambling / risk /adrenaline immediate reward (hacks the temporality of a game) payment progress in the game exclusive (=fast-thinking) designed to be desiderable for vulnerable players FOMO rhythm: habit / ritual temporality: speed interfaces the game and the real world loot box as currency exchange (from game-coins or collectible items to "real money") lootbox needs a strong frame to work, a context, you approach it in relation to the narrative

1. loot box inside the game (that can be everywhere) 2. physical loot box


  • Editing the "what is a loot box text in order to make it a content for the publication

https://pad.xpub.nl/p/loot.box.definition

Excerpt from markdown file

- A closed box with objects inside. - A digital or physical box. - A virtual box inside video games containing randomized items. - |-

   A virtual box of hidden
   motives, designed
   to persuade and
   trick players.

- |-

   A virtual box where
   the user can pay and
   access products. Those
   items can be useful to
   develop you character 
   in the game or can
   be collectable.

- A lottery box. - |-

   It looks like a real gift,
   but you purchase it
   for yourself.

- You choose it. - You get something nice.

- |-

   A box embedded in
   a context.

- It works within the context of a game. - It works outside the context of a game. - When the game gets tough, the loot box offers you a shortcut.

- nw: Payment

 se: Reward

- A virtual feature that players can purchase with real money. It is usually available in free-to-play games or full-price games. - "You don't get it for free, and you don't know what you get." - A promise for a virtual treasure that is purchased with real money. You buy a virtual treasure hoping it contains something valuable within the world of the game.

- Fast-thinking - It is what motivates immediate irrational purchases. - It can be rational in the context of the game. - A quest, narrative or social pressure can justify any loot box. - It appears and disappears quickly in order to seem exclusive. Thus, it makes the player buy it without thinking too much. - Time pressure creates artificial urgency (jeopardy).

- Excitement and anticipation - A feeling of excitement and anticipation could be related to the excitement of gambling. - You know that there is a chance of getting some items that you desire. - It is desirable because it creates rare chances to get powerful items. - It is like gambling because you anticipate what is inside.

- Surprise mechanism - The element of surprise is a highly appreciated aspect of the loot box. - A secret treasure that is not worth the money you pay for it, nor the expectations you have for it. However, that is somehow exciting. - |-

   Addictiveness is
   connected to the
   surprise mechanism: the
   moment of anticipation
   is addictive. It makes
   you feel that anything
   is possible.

- "It's like the cat in the box: is she dead or is she alive? She is both until you open the box." - An entertaining element. - |-

   It keeps the players
   hooked to the game by
   using an element
   of surprise.

- The player never knows what is inside of it. - |-

   Surprise that comes
   with consequences.

- The immediate reward makes it fun. The risk comes with pleasure. - It derives from the loot, a bunch of goodies that you can get as a reward after you conquer a super boss or level up. - A reward after accomplishing a really heroic task. - An immediately rewarding response preceded by a generally customized trigger. - A guaranteed reward in exchange for money.

- Progress in the game - You have more power in the game. - Sometimes the game doesn’t reach its full potential without buying a loot box. That makes players feel compelled to make a purchase. - You will get better if you buy a loot box.

- sw: Emotional trigger

 ne: Collectible item

- Strong emotional reactions are tied to the financial elements. - nw: Excitement

 se: Disappointment

- ne: Desire

 sw: Exploitation

- "Even if you don't get exactly what you wish for, you will get something, and you feel somehow rewarded." - Incremental rewards - It is disguised as safe and innocent. - You can keep opening loot boxes forever.

- It interfaces the game and the real world. - "It’s an alternate reality experience of collecting things you can't own in real life." - |-

   It’s a pulse in the
   circulation of resources
   between a virtual game
   and the reality outside
   of it.

- Loot box as currency exchange - ne: Game coin

 sw: Real money

- nw: Power-Up

 se: Pleasure

- Designed to be addictive - Very real addictive mechanisms. - A repeated scheme that ensures constant spending into virtual game currencies. - Designed to be desirable and to be purchased again and again. - Some rewards are rare and that makes the loot box desirable. - It puts you in a condition for purchasing without thinking too much. - Its timespan is similar to the discount periods or Black Friday. - Looking under the hood. - |-

   A trigger for 
   addictive behaviour.

- |-

   A gambling mechanism,
   exploitative by design,
   that promises immediate
   in-game rewards to
   the player.

- |-

   The rewards of the loot
   box can affect both the
   gameplay and the social
   environment around
   the game.

- |-

   It sets the beat
   for repeated
   microtransactions.

- |-

   It's a repetitive
   rhythm for the
   player's temporality.

- It builds a habit by triggering the attention and the emotional response of the player. - "It's fun." - |-

   It ensures that you
   keep playing
   potentially forever.

- From habit to addiction. - You pay money to obtain something new. - sw: Ritual

 ne: Thrill

- nw: Risk

 se: Destiny

- It hacks the temporality of a game. - |-

   It allows you
   to customize your
   game character.

- It shifts the dynamics in the game. - |-

   It provides you with
   collectables or power-
   ups that make you
   progress inside
   the game.

- |-

   A temporalized tool
   for the distribution
   and management
   of resources.

- The potentially endless collection creates artificial needs. - The benefits for you are emotional. The benefits for the game platforms are financial. - "A money-making mechanism that uses real-world money in video games' worlds."

- |-

   It targets
   vulnerable players.

- |-

   A trigger for
   addictive behaviour.

- |-

   A trigger for
   toxic behaviour.

- An escape from real life. - Fake promises.

- |-

   FOMO (fear of 
   missing out)

- The surprise mechanism and exclusivity of the loot box creates a constant FOMO. - Peer pressure


- ne: Social pressure

 sw: Individual engagement

- A personalized 1 to 1 interaction - 1 to machine interaction