360 lines
22 KiB
Markdown
360 lines
22 KiB
Markdown
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# Digital Governance: Once upon a time...
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There was a city on the shores of a mountain lake. The city was very dirty
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because people threw the waste in the streets; the water ended up in the lake,
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which became polluted and smelly. More stringent laws were enacted, but
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nothing happened despite reprimands and fines; even jail proved
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ineffective. The people had become accustomed to malpractice, they had become
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addicted to the stench of open sewers and toxic fumes of burning garbage
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heaps. Every remedy miserably failed. Those who could not bear the situation
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any more had packed up and run – others were simply resigned. After all, they
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thought, that even if they would act as they should, as the others would
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continue to misbehave, it was not worth doing anything.
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Then, one day, a manager arrived in town. He proposed to help solve the
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situation, but only if the city government entrusted him full powers in the
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matter. If something went wrong, if citizenship complained, they would give
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him the heave-ho. So he obtained a total delegation. The manager turned
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entrepreneur and his technical people put many trash baskets in place and
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announced a fantastic waste collection game. Anyone could participate: just
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follow the rules for separate waste collection and you could win amazing
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prizes.
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It worked so well that after a few months the city was clean. But now public
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transport was in crisis. Wild parking. Unsafe roads. And there was no public
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money available. The manager turned entrepreneur and obtained carte blanche to
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handle the other sectors in difficulty. He had the citizens registered with
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full name and address on his social platform. On it they accounted word for
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word what they were doing, and what their friends and acquaintances did, and
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people around them. These and many other actions allowed to enter special
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ranks; players who distinguished themselves could level up, and gain access to
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new exciting rewards thanks to their statuses. A sophisticated system made
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that you could accumulate credits in the form of digital currency on accounts
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managed by the entrepreneur's various companies. The list of wrongful actions
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was continuously updated. Reporting an illegal action by a neighbour, for
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example, entitled the informer to three minutes of free shopping at one of the
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entrepreneur's supermarkets; five minutes if it was an information about a
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first-time offender. Digital currency credits replaced traditional money
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within the city. Every interaction could be quantified based on credit, that
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you could buy and sell: the entrepreneur's bank took only a small percentage
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of each exchange.
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The city government was dissolved. In its place came a technical governance by
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the manager, run as a private organization, which resulted in a great saving
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in terms of time, money and energy. The city quickly became a model for the
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whole world. Professionals came from far away to study the miracle. Everyone
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agreed on the most notable feature of the set-up – the true realization of
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heaven on earth – that there was no need to think or to choose, since a
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magnificent system of notifications was continuously informing all the players
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about the next moves to be made in order to gain a reputation. The few
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dissident voices claimed that the players were acting like automatically
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pre-programmed machines, but as an initially sceptical citizen confessed, he
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finally really felt free for the first time in his life. No one wanted to go
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back to a time when they were in the grip of uncertainty and doubt about what
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they should choose.
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And so everyone was trained and lived happy thereafter.
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## Gamification
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This story is meant to illustrate the main elements of “gamification”, one of
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the implementation formats of digital governance systems. Its basic mechanism
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is very simple: everything that can be described as a problem is converted
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into a game, or, rather, in a game pattern. Repeating an action deemed correct
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is encouraged by way of rewards, credits, access to a higher (hierarchical)
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level, publication in charts or records. Seen from a regulatory point of view,
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this means that instead of sanctioning infractions, compliance with the rules
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is rewarded. The outcome is a system of norms which is self-conforming and
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positive, with no ethical dimension, since the valuation of any behaviour, its
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axiology, is determined by the system, and not by a personal and/or collective
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reflection on the action itself. Gamification stands for the society of
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performance [^1].
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Loyalty incentives, such as fidelity programs for consumers, for voters, for
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subjects, have been known for centuries. However, the pervasiveness of
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interactive digital connection systems opens new scenarios for mass training
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techniques. With it, cognitive delegation morphs into the delegation of social
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organization. Automated interaction procedures are refined by capitalizing on
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the way users handle their personal digital tools. Invidiously, participation
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in the construction of shared worlds turns into behavioural drill.
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Our intention is obviously not to argue for a return to repressive
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systems. Prohibition and ensuing repression typically triggers a deepening of
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the desire for transgression and therefore amounts to a negative reinforcement
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mechanism. Prohibition never works. Yet, conversely, not all that glitters is
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gold with a positive reinforcement system. Anyone who has dealt with children
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knows that rewards are more effective than “teaching them a lesson”. But then
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one often comes to realize that once the kid gets “hooked” to the award they
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will want an ever bigger prize, and that there's no way anything is going to
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happen unless an even greater accolade can be anticipated. So often a positive
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reinforcement system reverts into a punitive system, which reveals itself as
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being merely the opposite of an equivalent system based on rewards.
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But education in itself has preciously little to do with compliance with a
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given rules, and is has also nothing to do with obedience. The same old
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Socrates, in wanting to educate young people for citizenship by example, did
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not only break the rules, but he invited others to be disobedient and follow
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their own “Daimon” (daemon, the “inner voice”). Algorithmic “education” is
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nothing else than drill training, and leads to servitude. Although in
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appearance it can produce good results in terms of measurable performance, it
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certainly does not induce independence, autonomy or responsibility.
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## Pleasure
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The line between learning and training is razor thin. The main factor comes
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down to the organic chemical which plays a central role in learning and
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responding to positive reinforcement stimuli: dopamine (or more technically
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“3,4-dihydroxyphenethylamine”), a neurotransmitter that runs through the
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neural paths of our brain. To simplify what is an extremely complex mechanism,
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we can say that the sense of gratification and reward we experience when we
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manage to learn something is connected to a release of dopamine. In general,
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the performance of enjoyable activities in the psycho-physiological realm
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(drinking, eating, having sex, getting appreciation, empathy, etc.)
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corresponds to an increased concentration of this neurotransmitter. The same
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applies, by the way, to the use of drugs.
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Learning in all its forms, even in physiological activities, requires effort,
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care and attention. Reading is tiresome, just as is assimilating any new
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skill. To attain a satisfactory level with psycho-physiological activities
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requires effort. The simplest and less costly way to raise the levels of
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dopamine and hence to experience pleasure is to complete a task, or to perform
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a given procedure, again and again. Repetition, iteration of a given behaviour
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is the formula. It works as a short-cut.
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The emotional development processes take place in the limbic system, the
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central and oldest part of the brain. It indicates the presence or the
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prospect of rewards or punishments to promote the activation of motor
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programmes aimed at giving pleasure or avoid pain. Addictive drugs operate
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exactly the same way and in the same brain region, causing feelings of
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pleasure. Once established neuronal connections get increasingly strengthened,
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thereby losing in plasticity. This kind of connective stiffening corresponds
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to a decreased ability to relax the state of pleasant neuronal excitation
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caused by dopamine: in more technical terms, it occurs by way of a long-term
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impairment of the synaptic pathways that connect neurons. Such trails become
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like paved roads in our brains, and it takes truckloads of dopamine to feel
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pleasure. At each step, the necessary dose has to be increased. This explains
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why drill is so effective, and why it generates addiction. The desire for
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pleasure related to an automatism, which amounts to compulsive behaviour,
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makes us enter into a repetitive loop getting out of which becomes
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increasingly difficult because the neural pathways that are always excited,
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will not be able to do anything else but get more and more powerful with the
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passage of time: beat-rhythm-repetition.
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The user touches the device. Not once, but many times. From all the touches -
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every touch is a beat - comes the rhythm, which is repeated in many
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interactions with the device. Habitual behaviour is manifested in a cycle.
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## Give us our game back!
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We need to approach the concept of cognitive ergonomics ( from ancient Greek
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“ergon – nomos”, “rules of the labor”): thanks to the digital media, we can
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lower our cognitive load and, for example, and delegate to some device the
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task of remembering all the dates and numbers of our agenda. A very useful
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support, kind of indispensable - almost. We did not need any tuition to be
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able to use the phone directory in print. Or even our telephone for that
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matter, or how to manage our contacts on a social platform. Maybe we had at
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times to ask some geek type among our friends. We probably don't have a clue
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how all this stuff works, but the main thing is that we are able to do with it
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what we want. And to do this, we will have to perform a series of repetitive
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actions, or retrace a procedure. We go by what is in the interface and follow
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the obvious traces of the algorithmic procedure laid down by others for us.
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The organization of our cognitive system is mainly based on intuitive
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faculties and reasoning. Entrusting ourselves to intuition, we only interpret
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a context through mental schemes that are already part of our non-conscious
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mnemonic luggage. Cognitive and computational effort is minimal, since we do
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not think about what we're doing. We act automatically. Reasoning instead
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requires substantial cognitive effort, we must dwell on a problem, make
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hypotheses, follow a sequence which requires a slow pace and full
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involvement. Intuition allows us to act and to use a tool without being able
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to explain its operation, while the reasoning can make us able to explain
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exactly how something works without necessary being able to use it. A virtuosa
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violin player may have no idea how her muscles work, but she can use them to
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perfection. Conversely, we may be able to describe the steps to drive a
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tractor theoretically by reading a manual, without being able to actually
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drive it.
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Declarative memory (knowing what, knowing something) is distinct from
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procedural memory (knowing how, knowing a procedure). All the activities we
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carry out automatically involve procedural memory. When we act intuitively we
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refer to the procedures we learned in the past, acting out the strategy which
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seems the most appropriate for the successful completion of the task at
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hand. We do not need to think. It is a question of ecology of resources, like
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not wasting valuable computational energy to think about how to ride a bike if
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you already know how to ride it. But when there is no match with our previous
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experiences, we must refer to reason and analyze environmental conditions
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before acting: if a tire is flat, we try to take it apart and fix it. But if
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we can't manage, we have to ask for help, or tinker with it otherwise, and
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create a fresh, not yet applied procedure.
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In general, using a digital medium, e.g. a web interface, on an ongoing, daily
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basis, means to gradually learn to use it automatically. And as these
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interfaces are designed to give the most user-friendly, intuitive
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“experience”, it is easy to see how, through the creation of mental patterns,
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one can say that we use them “without thinking”. Even if we switch to a
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different make of cellphone while using the same applications, suffices to
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identify its icons to go back to the automatic mode, and type in without
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looking at the keypad.
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Once trained, the mind is able to repeat one the particular, earlier internal
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simulations of the action that we want to complete: intuitive ability is
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therefore the ability to simulate a known procedure and acting it out
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automatically. This automatism coincides with the execution of the
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procedure. From there springs most of the apparent misunderstandings regarding
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the educational benefits of the use of digital devices, and about cognitive
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differences allegedly existing between “digital natives” and later adopters. A
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good illustration is provided by the fact that smartphones and tablets are
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used in the rehabilitation of patients suffering from neuro-degenerative
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afflictions such as semantic dementia. In their case, since procedural memory
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is the only kind of memory left to them, patients are able to master several
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functions and use the devices on a daily basis without problems even though
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they are otherwise unable to remember very simple notions.
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“Digital natives” is in itself not a very valid concept, people born in the
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television age also can become proficient computer users, interact socially
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and engage in interpersonal relationships mediated by digital devices, and
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find experiencing and participating in multimedia interconnected realities
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more interesting than the “disconnected” everyday life. All moderately
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intelligent human beings can become “digital natives”. A human brain is very
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plastic and it modifies itself very quickly when learning procedures, and this
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is especially the case with gamification related procedures. But then, this
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does not mean that people are consequently able to comprehend, interpret,
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analyze, rewrite or teach the procedural mechanisms they themselves repeat
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routinely!
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The more or less deep dive into a virtual reality penetrating our organic body
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through the optic nerves generates a detachment to our environment and a
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selective inattention to non-visual stimuli, as well as being addictive. And
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breaking away from the screen, after passing hours that have seemed to be
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minutes, can be felt as a real ache. Give us the game back, even for a moment,
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just a moment, it was so fun! It is such a cool separation from the body.
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Here, it is the passage of time which constitutes the fundamental parameter to
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identify the different types of interaction. When we are not aware the passing
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of time, we are probably in a phase of flow [^2], of procedural immersion. We
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are living in a current, immediate cycle of interaction, an extremely
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addictive experience, which we would like never to end. When on the contrary
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time is perceived as linear, with experiential stages we are aware of, and
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which we are able to stratify, to store and to recall later, we find ourselves
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in a time of sequential learning and of applying declarative memory.
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By now, video games have become a fundamental part of the life of millions of
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people, who together spend billions of hours playing on or off-line. In terms
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of turn-over, the video game industry has overtaken all other branches of the
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entertainment industry: developing a successful video game, for instance a
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MMOG (Massively Multiplayer Online Game), in which participants connect
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simultaneously to play in a world that they create together, can be more
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expensive, and then turn out to be more profitable, than to produce a
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Hollywood blockbuster. Of course video games are not all the same but the vast
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majority are designed to induce flow. Besides bolstering the dopamine circuit,
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they can act on the release of oxytocin, which modulate fear and anxiety and
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induces prosocial behaviour, and has an effect on many other neurotransmitters
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and hormones.
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Many video games are made following the prescriptions of behaviourism, and in
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particular the format of the Skinner box game, designed by the American
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psychologist Burrhus Frederic Skinner [^3] in his experiments with rats and
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pigeons in the 1930s. Skinner developed a method of learning called operant
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conditioning. A particular type of behaviour will be prompted more
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successfully, even in the case of humans, by way of rewards granted in a
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non-automatic way. Thus, a rat will receives food if it presses a button, but
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not always. Training is more effective in that buttons will be pressed down
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more frequently if the positive reinforcement is not automatic, but possible
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or probable. A common example with humans is provided by gamblers at slot
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machines almost everywhere: players know that they will not always win, if
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ever, yet they continue to chip in, because the operant conditioning (I can
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win) is more powerful than immediate frustration (I did not win this
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time). Behavioural training is perhaps the greatest deceit in gamification,
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and it is standard to video games and in fact, any other type of game.
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The interaction with digital media needs not necessarily to be limited to a
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mere self-training, an exercise in procedural memory and simultaneous
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intelligence or intuition. Hacking, the art to “put your hands on”, to take
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over the operation of a complex operating system (hard- or software), to tweak
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it and alter its functioning at will certainly also appeals to the senses. Yet
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remaining dazed and (not) confused in front of a screen for a classic and self
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destructive “flying to Australia” session of 24 hours or more, until the
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body/mind collapses of exhaustion is a typical example of system-induced
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self-destructive behaviour abusing the self-reinforcing dopamine cycle making
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people forget their own organic body.
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Thus we strongly aim to and advocate to a conscious and balanced back and
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forth between various forms of intelligence and memory. Care of the self
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starts with a careful observation of personal interactions, with listening to
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personal inclinations, this with the aim to be able to find the pace to suit
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us, and to be able to set our own rules. In other words, to create our own
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interactive “liturgy”.
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## From self-defense to hacker convivial pedagogy
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We do not want to give up on the game, to give up the pleasure of playing
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together. Indeed, we think that learning by playing is one of the finest ways
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to genuinely layer our experiences, to make them part of us. “Hands on” be our
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motto: for the pleasure of tinkering with machines, tweaking devices and
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systems, and doing it together, this is is the real joy. This activity in the
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first person, this pleasant interaction (some erotic thrill must be part of
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the game!) is a pre-condition of happiness for a hacker playing with
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technological tools.
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In the course of our “s-gamificazione” workshops (de-gamification) we have
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developed a simple methodology to move towards a convivial pedagogy, playing
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with the machines we like. But then, we first have to get rid of the
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automatisms that reduce us to mere cogs of the corporate megamachines. To us,
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digital self-defense means above all to drop the habit of re-acting to
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gamification stimuli. As a start we have to change our habits in a conscious
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way.
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It is not possible here to give an account of a typical workshop, because
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there is no such thing as a typical workshop. In our experience every group of
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people and every situation turns out to be radically different from any
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other. Also, very personal issues frequently come to the fore, and it is
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essential to keep these within the protected area of the group, away from the
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limelight. Thus we have tried to abstract the basic steps and elements of our
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workshops in order to give an account that runs as one and the same story, yet
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retold in many different ways.
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The first step is to acknowledge the fact that we are immersed in interactive
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environments shaped by automatic devices we did not choose and which do not
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necessarily make us feel good.
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The second step is to observe ourselves acting as if we were strangers, with
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weird habits – to look at ourselves in the shape of strange animals waiting
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anxiously for that message, getting irritated if it doesn't appear, getting
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elated by a like, bouncing when a notification pops up ...
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Once we have identified the automatism (stimulus-response) that make us behave
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in a certain way, we focus the attention on the emotional changes that result
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from them. Anger, joy, sadness, excitement, impatience, envy, fear and many
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other emotions manifest themselves constantly, often in combination. There
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obviously exists an interactive design of emotion of which we are unaware.
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The third step is to tell others, to people we trust, what we have discovered
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about ourselves, about our behaviours. This way we are not disclosing facts
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about ourselves on public notice boards owned by multinational corporation. On
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the contrary, we choose our own dedicated spaces and times to bring out the
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masks that enliven our personal interactive liturgy. The bundles of emotions
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which makes us take the character of an undecided person, or of a braggart, or
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of a shy individual, of a competent expert, and of many other possible types
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represents what has settled down in our individuality - without us
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noticing. Up to that point the positions “we answer like that” and “we act
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like this” - show us how much we have become enslaved to our own induced
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behaviors.
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Finally, the fourth step is to compare our stories with those of others. Very
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often we find that our compulsive habits are very much similar to those of our
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peers, but we also discover that there exists a great many ways to make a
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change - as long as we do really want it.
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[^1]: “The Performance Society”, in Ippolita, In the Facebook Aquarium, INC,
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Amsterdam, 2015, p. 23.
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[^2]: Flow, or in the zone / in the groove. See Mihály Csíkszentmihály, Flow:
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the Psychology of optimal experience, Harper & Row, New York 1990.
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[^3]: A brief introduction can be found in McLeod, S. A. (2015). Skinner:
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Operant Conditioning. Retrieved from:
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|
https://www.simplypsychology.org/operant-conditioning.html The classic work is
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|
Skinner, B. F. (1953). Science and human behavior. http://www.bfskinner.org/newtestsite/wp-content/uploads/2014/02/ScienceHumanBehavior.pdf
|