1. This article explores the potential for technologies such as big data analytics and social media to enact new forms of surveillance and control, thereby transforming work, identity and producing anxiety.
2. The paper argues that gamification, as seduction, is a mode of post-disciplinary control.
3. It examines how Foursquare exercises control by creating a communal, gamified milieu of symbolic exchange which is distinct from but connected to the commodity exchanges that underpin its business model.
The article provides an interesting exploration into the potential for technologies such as big data analytics and social media to enact new forms of surveillance and control, thereby transforming work, identity and producing anxiety. The author draws on Baudrillard’s theorisation of seduction to argue that gamification is a mode of post-disciplinary control. The article then examines how Foursquare exercises this form of control by creating a communal, gamified milieu of symbolic exchange which is distinct from but connected to the commodity exchanges that underpin its business model.
The article appears to be well researched and provides evidence for its claims in the form of references to other sources. However, it does not provide any counterarguments or explore any possible risks associated with this type of technology or its use in non-game settings. Additionally, there is no discussion about whether or not these technologies are being used ethically or responsibly by companies like Foursquare. Furthermore, there is no mention of any potential biases in the research or sources used in the article which could lead readers to draw inaccurate conclusions about the topic at hand.
In conclusion, while this article provides an interesting exploration into the potential implications of using technologies such as big data analytics and social media for surveillance and control purposes, it fails to provide an adequate discussion about possible risks associated with their use or any counterarguments which could challenge its claims. As such, readers should approach this article with caution when considering its conclusions about gamification as a mode of post-disciplinary control.