“Gamification and Value Capture” by Dr. Thi Ngyuen

Value capture occurs when an agent’s values are rich and subtle; they enter a social environment that presents simplified — typically quantified — versions of those values; and those simplified articulations come to dominate their practical reasoning. Examples include becoming motivated by FitBit’s step counts, Twitter Likes and Retweets, citation rates, ranked lists of best schools, and Grade Point Averages. Value capture poses several threats. First, it threatens to change the goals of our activities, in a way that often threatens to undermine the value of those activities. Second, in value capture, we take a central component of our autonomy — our ongoing deliberation over the exact articulation of our values — and we outsource it. That outsourcing cuts off one of the key benefits to personal deliberation. In value capture, we no longer adjust our values and their articulations in light of own rich experience of the world. Our values should be carefully tailored to our particular selves, but in value capture, we buy our values off the rack.


When

Thursday, October 29, 2020 | 4:00 pm - 5:30 pm

Where

Online/Virtual

Event Type

Conference/Seminar

Department

Communication Studies and Philosophy

Target Audience

Students,Alumni,Faculty,Staff,General Public

Website

https://usu-edu.zoom.us/meeting/register/tZYld-6grj4jH9I16EmnkHc0SFD_tZk-dRQA

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Event Contact

Name: Rachel Robison-Greene
Phone: 801-814-7883
Email: rachel.robison@usu.edu

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