Gamified Flow and the Sociotechnical Production of AI

Mario Khreiche
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引用次数: 1

Abstract

Recent advances in AI, computer algorithms, and automation applications across industries have generated hyperbolic discourses about disruptive technologies. Futurists envision fleets of driverless cars delivering human bodies, armies of robots taking over jobs, and advanced AI systems outgrowing their superfluous masters. Extending into science fiction, such predictions distract from scrutinizing contexts in which lesser versions of these technologies already proliferate and appreciating subtler, long-term implications. Particularly the interfaces of a rapidly expanding attention capitalism and its gamified operations warrant closer analysis. Here, demands for frictionless services and coordinated mobilities necessitate strict surveillance protocols and continued engagement with platforms that transform attention into revenue. More than the formalized and singular manifestation, for instance, DeepMind’s AlphaGo, AlphaGo Zero, and most recently AlphaStar, the current logic of accumulation desires the continued sociotechnical production of active participants in evermore data networks. The most lucrative and transformative AI systems of the future will rest on a gamified subjectivity, whose datafied claims to entertainment, movement, and income coincide with increasingly vertical corporate network structures.Attention capitalism appeals to sensibilities of entertainment and, in no small part, competition. Applications therefore feature score-based systems, monetary and nonmonetary rewards, and certain privileges of access. Habit-forming interface design represents a crucial strategy whereby corporate platforms inject their on-demand services, automations, and AIs with life. To guarantee uninterrupted consumer experiences and efficient processing of goods and people, service environments are increasingly designed around concept emulating “flow,” a state that psychologist Mihaly Csikszentmihalyi (2009) describes as an “optimal experience” in which the constraints of the inner and outer world are suspended. Csikszentmihalyi derives his ideas primarily from athletes and artists, but anybody losing themselves in an enjoyable and challenging activity can relate. In Csikszentmihalyi hands, however, flow remains largely a phenomenological account, abstracted from social and historical context. A more critical concept of flow might follow Natasha Dow Schüll’s (2012a) “machine zone,” a space in which addictive algorithms, ergonomics, and built environments capture gamblers’ attention. Dow Schüll grasps rising figures of machine gambling in Las Vegas and elsewhere not merely for flow’s own sake, but rather as a result of bankrupt states betting on casinos to fill their cashboxes. In other words, flow must be theorized as a priced commodity, a history of deregulation, and a market that continues to show immense potentials for global capital.
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游戏化流程和人工智能的社会技术生产
人工智能、计算机算法和跨行业自动化应用的最新进展,引发了关于颠覆性技术的夸张论述。未来主义者设想,无人驾驶车队运送人体,机器人大军接管工作,先进的人工智能系统将超越它们多余的主人。延伸到科幻小说中,这样的预测分散了人们对这些技术的次要版本已经激增的环境的仔细审查,以及对更微妙的长期影响的欣赏。尤其是迅速扩张的注意力资本主义及其游戏化操作的界面,需要更深入的分析。在这里,对无摩擦服务和协调移动的需求需要严格的监控协议,并与平台持续合作,将注意力转化为收入。除了形式化和单一的表现形式(例如,DeepMind的AlphaGo、AlphaGo Zero和最近的AlphaStar)之外,当前的积累逻辑还要求在越来越多的数据网络中不断产生积极参与者的社会技术生产。未来最赚钱、最具变革性的人工智能系统将依赖于游戏化的主体性,其对娱乐、移动和收入的数据化要求与日益垂直的企业网络结构相吻合。注意资本主义吸引了娱乐的情感,在很大程度上也吸引了竞争。因此,应用程序具有基于分数的系统、货币和非货币奖励以及特定的访问权限。习惯形成界面设计是企业平台为其按需服务、自动化和人工智能注入生命的关键策略。为了保证不间断的消费者体验和货物和人员的高效处理,服务环境越来越多地围绕模仿“流动”的概念来设计,心理学家Mihaly Csikszentmihalyi(2009)将这种状态描述为一种“最佳体验”,在这种状态下,内部和外部世界的约束被暂停。Csikszentmihalyi的想法主要来自运动员和艺术家,但任何沉浸在愉快和具有挑战性的活动中的人都可以理解。然而,在Csikszentmihalyi手中,心流在很大程度上仍然是一种现象学的描述,从社会和历史背景中抽象出来。更关键的心流概念可能是Natasha Dow sch (2012a)的“机器区”(machine zone),在这个空间里,令人上瘾的算法、人体工程学和建筑环境吸引了赌徒的注意力。道氏sch公司在拉斯维加斯和其他地方掌握了越来越多的机器赌博数据,这不仅仅是为了流量本身,而是因为破产的州押注赌场来填满他们的现金箱。换句话说,流动必须被理论化为一种有价格的商品,一段放松管制的历史,以及一个继续向全球资本展示巨大潜力的市场。
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