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  • Okay. So one of you recently brought this to our attention,

  • and when we first started looking into it, we couldn't believe it.

  • Even now, looking at this,

  • I keep thinking that there's gotta be something about this that I just don't understand.

  • Like, I must be reading this wrong.

  • it's just so clearly something out of dystopian science fiction.

  • And yet, here it is in our world.

  • And people are actually embracing it.

  • Apparently, China has gamified being an obedient citizen.

  • Going under the innocuous name of "Sesame Credit",

  • China has created a score for how good a citizen you are.

  • And that's one of the scariest things I've heard in quite a while.

  • It's jointly run by Tencent: Yes, that Tencent,

  • the one that owns Riot Games, and has a significant share on EPIC and Activision Blizzard,

  • and also the ascendant Chinese competitor to Amazon: Alibaba,

  • hence the name "Sesame".

  • So the owners of China's largest social networks have partnered with the government to create something akin to the US credit score.

  • But instead of measuring how regularly you pay your bills,

  • it measures how obediently you follow the party line.

  • They dredge data from your social networks,

  • so, if you post pictures of Tiananmen square,

  • or share a link about the recent stock market collapse,

  • your Sesame Credit score goes down.

  • Share a link from the state sponsored news agency about how good the economy's doing,

  • and your score goes up.

  • But Alibaba and Tencent are also the largest online retailers in China.

  • So Sesame Credit is also able to pull data from your purchases.

  • If you're making purchases the state deems valuable,

  • like: work shoes or local agricultural products, your score goes up.

  • If you import anime from Japan though, down the score goes.

  • And this score has real-world consequences.

  • Like many games, Sesame Credit has tiers and levels.

  • And having a higher score give you special benefits.

  • Like: making it easier to get the paperwork you need to travel,

  • or making it easier to get a loan.

  • Now currently, there are no consequences for having a low score,

  • but there's been talk about implementing penalties once the system becomes mandatory in 2020.

  • Penalties like: slower internet speeds for low scoring citizens,

  • or even restricting the jobs that a low-scoring person's allowed to hold.

  • But there's one more layer to Sesame credit,

  • and here's where this goes from being repulsive to downright insidious.

  • Because this is all part of a social network, it also scans your friends.

  • So you will lose points for having friends with low obedient scores,

  • and it tells you this.

  • At any point, anybody can check anyone else's score.

  • And when you check your own score,

  • Sesame Credit provides a handy map of your friends

  • to show you who's dragging your score down.

  • Have you ever had that thing, where you play a game with somebody who wasn't doing very well,

  • and you've tried to change their behavior to make them do better?

  • Or maybe after a while, you just sort of stopped playing with the people who were holding you back?

  • That's at the heart of how the system works.

  • And it's also what makes this one of the most terrifying tools of authoritarian oppression I've ever read about.

  • Because like: mass censorship, jail time, assassinations,

  • those are all big messy implements for keeping a population in line.

  • That messiness and severity foster resentment, eventually rebellion.

  • They're expensive, they're unwieldy.

  • In the end, those tools are impossible to maintain.

  • But social pressure? Ostracization?

  • Those things are free. They happen on their own.

  • And as a government tool, they don't have nearly the same potential for going embarrassingly, disastrously wrong.

  • With a system like this in place,

  • a government doesn't even have to tell neighbor to spy on neighbor to read each other out.

  • Because that's all built into a seemingly innocuous game system.

  • The government need not step in!

  • Re-education will be handled for them, by friends, classmates, and relatives who want to maintain a high score.

  • And if that doesn't work,

  • then potentially dangerous ideas still end up quarantined by the social isolation this game system causes.

  • Expressed, or help to spread too many radical ideas,

  • and people will stop associating with you.

  • And not because some jack-booted thugs showed up at the door with threat,

  • but simply because associating with somebody with those ideas

  • will lose them all the privileges they've worked so hard to obtain.

  • It re-contextualizes obedience to an authoritarian regime.

  • In the past, you obeyed such powers because you were afraid.

  • Fear kept you motivated, but fear is negative.

  • It fosters resentment.

  • The world we're stepping into instead,

  • uses positive reinforcement to promote being subservient to the will of the regime.

  • Its big brother's kinder, gentler hand.

  • And the things that make this scary, is that we've seen the efficacy of this only too well in games.

  • You may not actually know this:

  • But when World of Warcraft was in its early stages of development,

  • it had an unrested penalty mechanic.

  • That started limiting experienced gains for players who had played too much.

  • And players hated it. They resented it, and they complained about it every day.

  • So, after brainstorming on this for a while,

  • Blizzard had the idea to simply change how the mechanic was presented.

  • Without changing any of the existing numbers or systems,

  • they started referring to the unrest experience penalty state as normal, and made it the default.

  • And they started calling the original normal experience gained state as rested.

  • That's all they changed, and everybody loved it.

  • People would log on every day just to get that bonus.

  • Positive reinforcement works wonders.

  • But unlike World of Warcraft,

  • which built a system just to get people to embrace meaningless grinding,

  • Sesame Credit has built a system to get people to enjoy falling into line.

  • Now the system's not mandatory yet.

  • It's opt-in right now, but it's going to be mandatory in 2020.

  • And there's a terrible brilliance to phasing that in.

  • The early adopters are going to be people excited about this system.

  • People who are already patriotic, and are eager for anything that'll help display that patriotism to the world.

  • And as early adopters, they're gonna talk it up.

  • They're gonna give it an air of being positive and fun.

  • Then it will be foisted on the society as a whole.

  • More than that though, the early adopters are going to compete.

  • Already you can see hundreds of thousands of tweets,

  • displaying people's high scores, or showing off the new milestones they've hit.

  • Giving a hard numbers to their patriotism,

  • and giving them bragging rights for being the most patriotic, most right-thinking person they know.

  • And that's gonna set the tone for how Sesame Credit is intended to be used:

  • As a competition to see who can agree with the government the most.

  • We've talked about propaganda games on this channel before,

  • but for all the time we've spent examining and deconstructing terrible games that espouse hate,

  • and for all the studies on propaganda games James has done,

  • this is the use of game systems that frightens me the most.

  • Because to most people, Sesame Credit will seem benign, perhaps even fun.

  • It's a conversation starter, something to share with your friends.

  • But it's making heavy use of all the psychological motivators

  • that we game makers deploy in scoring systems, and ladders, and levels.

  • Systems that we built to shape play habit,

  • and to keep people coming back.

  • Like I said, I'm still kind of in a state of disbelief looking at this.

  • If any of you are watching this from China, please tell me if I'm misunderstanding this thing,

  • because I would love to be wrong about it.

  • if not,

  • well, I hope this episode can do some small amount to help the fight to keep such a system from becoming mandatory.

  • For everyone in the rest of the world,

  • I hope this helps remind us all how important it is to be aware and to be vigilant.

  • All of these gamification techniques we've learned through making games,

  • offer incredible opportunities for making this world a better, more engaging place.

  • But, every great tool carries with it the potential for misuse.

  • And it's on us as a community who understands this amazing new medium,

  • to do what we can to stop that.

  • We'll see you next week.

  • Hey everybody, just so you know, the extra credits team is gonna go on hiatus for the next couple weeks

  • so that we can all get some rest, and spend some time with our families and such.

  • But we will be back at the start of the new year

  • with more extra credit, more extra history, more stuff on extra play, everything we make.

  • So, I hope you guys have a fantastic holiday. Thank you for watching,

  • and uh ya, we will see you in January. so long!

Okay. So one of you recently brought this to our attention,

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プロパガンダゲーム。セサミクレジット - ゲーミフィケーションの真の危険性 - エクストラクレジット (Propaganda Games: Sesame Credit - The True Danger of Gamification - Extra Credits)

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    darrenhsiao に公開 2021 年 01 月 14 日
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