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Quantified self

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Quantified self is both the cultural phenomenon of self-tracking with technology and a community of users and makers of self-tracking tools who share an interest in "self-knowledge through numbers". Quantified self practices overlap with the practice of lifelogging and other trends that incorporate technology and data acquisition into daily life, often with the goal of improving physical, mental, and emotional performance. The widespread adoption in recent years of wearable fitness and sleep trackers such as the Fitbit or the Apple Watch , combined with the increased presence of Internet of things in healthcare and in exercise equipment, have made self-tracking accessible to a large segment of the population.

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133-517: Other terms for using self-tracking data to improve daily functioning are auto-analytics, body hacking, self-quantifying, self- surveillance , sousveillance (recording of personal activity), and personal informatics . According to Riphagen et al., the history of the quantimetric self-tracking using wearable computers began in the 1970s: "The history of self-tracking using wearable sensors in combination with wearable computing and wireless communication already exists for many years, and also appeared, in

266-463: A Social Credit System in which citizens will earn points representing trustworthiness. Details of this project are still vague, but it has been reported that citizens will receive points for good behavior, such as making payments on time and educational attainments. Bellingcat contributor Robert Evans has written about the "gamification of terror" in the wake of the El Paso shooting , in an analysis of

399-561: A $ 350 million grant towards the development of the Domain Awareness System , which is an interconnected system of sensors including 18,000 CCTV cameras used for continual surveillance of the city by both police officers and artificial intelligence systems . In the United Kingdom , the vast majority of video surveillance cameras are not operated by government bodies, but by private individuals or companies, especially to monitor

532-554: A bank machine, payment by credit card, use of a phone card, call from home, checked out library book, rented video, or otherwise complete recorded transaction generates an electronic record. Public records—such as birth, court, tax and other records—are increasingly being digitized and made available online. In addition, due to laws like CALEA , web traffic and online purchases are also available for profiling. Electronic record-keeping makes data easily collectable, storable, and accessible—so that high-volume, efficient aggregation and analysis

665-705: A centralized database and monitoring station, which will, upon completion of the project, contain a picture of the face of every person in China: over 1.3 billion people. Lin Jiang Huai, the head of China's "Information Security Technology" office (which is in charge of the project), credits the surveillance systems in the United States and the U.K. as the inspiration for what he is doing with the Golden Shield Project. The Defense Advanced Research Projects Agency (DARPA)

798-466: A certain success criterion. As such, leaderboards can help determine who performs best in a certain activity and are thus competitive indicators of progress that relate the player's own performance to the performance of others. However, the motivational potential of leaderboards is mixed. Werbach and Hunter regard them as effective motivators if there are only a few points left to the next level or position, but as demotivators, if players find themselves at

931-471: A common belief that monitoring can increase productivity, it can also create consequences such as increasing chances of deviant behavior and creating punishments that are not equitable to their actions. Additionally, monitoring can cause resistance and backlash because it insinuates an employer's suspicion and lack of trust. Data mining is the application of statistical techniques and programmatic algorithms to discover previously unnoticed relationships within

1064-450: A complex mathematical algorithm that is unique to an individual phone, and is inaccessible to Apple. The encryption feature on the iPhone 6 has drawn criticism from FBI director James B. Comey and other law enforcement officials since even lawful requests to access user content on the iPhone 6 will result in Apple supplying "gibberish" data that requires law enforcement personnel to either break

1197-553: A connection to both the Soviet concept of socialist competition , and the American management trend of "fun at work". Fuchs points out that gamification might be driven by new forms of ludic interfaces . Gamification conferences have also retroactively incorporated simulation; e.g. Will Wright , designer of the 1989 video game SimCity , was the keynote speaker at the gamification conference Gsummit 2013. In addition to companies that use

1330-664: A cost-effective alternative to practice. The combined use od virtual reality and gamification can provide a more effective solutions in term of knowledge acquisition and retention when they are compared with traditional training methods. Alix Levine, an American security consultant, reports that some techniques that a number of extremist websites such as Stormfront and various terrorism-related sites used to build loyalty and participation can be described as gamification. As an example, Levine mentioned reputation scores. The Chinese government has announced that it will begin using gamification to rate its citizens in 2020, implementing

1463-400: A crowdsourcing platform can be considered as a design that shifts participants' focus from task completion to involvement motivated by intrinsic factors. Since the success of crowdsourcing competitions depends on a large number of participating solvers, the platforms for crowdsourcing provide motivating factors to increase participation by drawing on the concepts of the game. Gamification in

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1596-677: A database known as " Pinwale ", which stores and indexes large numbers of emails of both American citizens and foreigners. Additionally, the NSA runs a program known as PRISM , which is a data mining system that gives the United States government direct access to information from technology companies . Through accessing this information, the government is able to obtain search history, emails, stored information, live chats, file transfers, and more. This program generated huge controversies in regards to surveillance and privacy, especially from U.S. citizens. The official and unofficial tapping of telephone lines

1729-514: A food record of intake." The "quantified self" or "self-tracking" are contemporary labels. They reflect the broader trend of the progressions for organization and meaning-making in human history; there has been a use of self-taken measurements and data collection that attempted the same goals that the quantified movement has. Scientisation plays a major role in legitimizing self-knowledge through self-tracking. As early as 2001, media artists such as Ellie Harrison and Alberto Frigo extensively pioneered

1862-403: A fun way to "boost user engagement." Another example can be seen in the American education system. Students are ranked in their class based on their earned grade-point average (GPA), which is comparable to earning a high score in video games. Students may also receive incentives, such as an honorable mention on the dean's list, the honor roll, and scholarships, which are equivalent to leveling-up

1995-665: A game for the Zurich Zoo where participants learned about endangered species by collecting animals in mixed reality . Companies seeking to train their customers to use their product effectively can showcase features of their products with interactive games like Microsoft's Ribbon Hero 2 . A wide range of employers including the United States Armed Forces , Unilever , and SAP currently use gamified training modules to educate their employees and motivate them to apply what they learned in trainings to their job. According to

2128-443: A general rule Gamification Marketing or Game Marketing usually falls under four primary categories; 1. Brandification ( in-game advertising ): Messages, images or videos promoting a Brand, Product or Service within a game's visuals components. According to NBCNews game creators Electronic Arts used "Madden 09" and "Burnout Paradise" to promote 'in-game' billboards encouraging players to vote. 2. Transmedia: The result of taking

2261-1117: A helmet cam in a way that made the shooting look almost exactly like a First Person Shooter video game. This was a conscious choice, as was his decision to pick a sound-track for the spree that would entertain and inspire his viewers." Traditionally, researchers thought of motivations to use computer systems to be primarily driven by extrinsic purposes; however, many modern systems have their use driven primarily by intrinsic motivations. Examples of such systems used primarily to fulfill users' intrinsic motivations, include online gaming, virtual worlds, online shopping, learning/education, online dating, digital music repositories, social networking, online pornography, and so on. Such systems are excellent candidates for further 'gamification' in their design. Moreover, even traditional management information systems (e.g., ERP, CRM) are being 'gamified' such that both extrinsic and intrinsic motivations must increasingly be considered. As illustration, Microsoft has announced plans to use gamification techniques for its Windows Phone 7 operating system design. While businesses face

2394-557: A majority of studies on gamification find it has positive effects on individuals. However, individual and contextual differences exist. Gamification can be achieved using different game mechanics and elements which can be linked to 8 core drives when using the Octalysis framework. Gamification techniques are intended to leverage people's evolved desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism , or closure, or simply their response to

2527-696: A media property and extending it into a different medium for both promotional and monetisation purposes. Nintendo's "007: GoldenEye" is a classic example. A video game created to advertise the originally titled movie. In the end, the promotional game brought in more money than the originally titled film. 3. Through-the-line (TTL) & Below-the-line (BTL): Text above, side or below main game screen (also known as an iFrame) advertising images or text. Example of this would be "I love Bees". 4. Advergames: Usually games based on popular mobile game templates, such as ' Candy Crush ' or ' Temple Run' . These games are then recreated via platforms like WIX with software from

2660-413: A mobile phone (and thus the person carrying it) can be determined easily even when the phone is not being used, using a technique known as multilateration to calculate the differences in time for a signal to travel from the cell phone to each of several cell towers near the owner of the phone. The legality of such techniques has been questioned in the United States, in particular whether a court warrant

2793-553: A particular migraine drug. Or one can study personal temporal associations between exercise and mood. The quantified self is also demonstrating to be a major component of " big data science", due to the amount of data that users are collecting on a daily basis. Although these data set streams are not conventional big data, they become sites for data analysis projects, that could be used in medical-related fields to predict health patterns or aide in genomic studies. Examples of studies that have been done using QS data include projects such as

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2926-413: A person's emotional state based on an analysis of their facial expressions, how fast they are talking, the tone and pitch of their voice, their posture, and other behavioral traits. This might be used for instance to see if a person's behavior is suspect (looking around furtively, "tense" or "angry" facial expressions, waving arms, etc.). A more recent development is DNA profiling , which looks at some of

3059-598: A person's facial features to accurately identify them, usually from surveillance video. Both the Department of Homeland Security and DARPA are heavily funding research into facial recognition systems. The Information Processing Technology Office ran a program known as Human Identification at a Distance which developed technologies that are capable of identifying a person at up to 500 ft (150 m) by their facial features. Another form of behavioral biometrics, based on affective computing , involves computers recognizing

3192-494: A player's progress. Various kinds of points can be differentiated between, e.g. experience points, redeemable points, or reputation points, as can the different purposes that points serve. One of the most important purposes of points is to provide feedback. Points allow the players' in-game behavior to be measured, and they serve as continuous and immediate feedback and as a reward. Badges are defined as visual representations of achievements and can be earned and collected within

3325-666: A searchable database , and by video analysis software (such as VIRAT and HumanID ). The amount of footage is also drastically reduced by motion sensors which record only when motion is detected. With cheaper production techniques, surveillance cameras are simple and inexpensive enough to be used in home security systems, and for everyday surveillance. Video cameras are one of the most common methods of surveillance. As of 2016, there are about 350 million surveillance cameras worldwide. About 65% of these cameras are installed in Asia. The growth of CCTV has been slowing in recent years. In 2018, China

3458-528: A series of missions, requires the player to (physically) run, collect items to help the town survive, and listen to various audio narrations to uncover mysteries. Mobile, context-sensitive serious games for sports and health have been called exergames. Gamification has been used in an attempt to improve employee productivity in healthcare, financial services, transportation, government, and others. In general, enterprise gamification refers to work situations where "game thinking and game-based tools are used in

3591-414: A shared objective. Meta-analytic evidence supports that the combination of competition and collaboration in games is likely to be effective for learning. The described game elements fit within a broader framework, which involves three types of elements: dynamics , mechanics , and components . These elements constitute the hierarchy of game elements. Dynamics are the highest in the hierarchy. They are

3724-608: A strategic manner to integrate with existing business processes or information systems. And these techniques are used to help drive positive employee and organizational outcomes." Crowdsourcing has been gamified in games like Foldit , a game designed by the University of Washington , in which players compete to manipulate proteins into more efficient structures. A 2010 paper in science journal Nature credited Foldit's 57,000 players with providing useful results that matched or outperformed algorithmically computed solutions. The ESP Game

3857-445: A study conducted by Badgeville , 78% of workers are utilizing games-based motivation at work and nearly 91% say these systems improve their work experience by increasing engagement, awareness and productivity. In the form of occupational safety training, technology can provide realistic and effective simulations of real-life experiences, making safety training less passive and more engaging, more flexible in terms of time management and

3990-465: A supply for their baby. Quantified baby, as in quantified self, is associated with a combination of wearable sensors and wearable computing . The synergy of these is related to the concept of the Internet of things . The quantified self movement has faced some criticism related to the limitations it inherently contains or might pose to other domains. Within these debates, there are some discussions around

4123-595: A symbiotic relationship with large bodies of data. Therefore, quantified self participants are encouraged to share their experiences of self-tracking at various conferences and meetings. A major application of quantified self has been in health and wellness improvement. Many devices and services help with tracking physical activity, caloric intake, sleep quality, posture, and other factors involved in personal well-being. Corporate wellness programs, for example, will often encourage some form of tracking. Genetic testing and other services have also become popular. Quantified self

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4256-1037: A user's reputation points exceed various thresholds, the user gains additional privileges, eventually including moderator privileges. Gamification can be used for ideation (structured brainstorming to produce new ideas). A study at MIT Sloan found that ideation games helped participants generate more and better ideas, and compared it to gauging the influence of academic papers by the numbers of citations received in subsequent research. Applications like Fitocracy and QUENTIQ (Dacadoo) use gamification to encourage their users to exercise more effectively and improve their overall health. Users are awarded varying numbers of points for activities they perform in their workouts, and gain levels based on points collected. Users can also complete quests (sets of related activities) and gain achievement badges for fitness milestones. Health Month adds aspects of social gaming by allowing successful users to restore points to users who have failed to meet certain goals. Public health researchers have studied

4389-450: A video game character or earning virtual currency or tools that augment game success. Job application processes sometimes use gamification as a way to hire employees by assessing their suitability through questionnaires and mini games that simulate the actual work environment of that company. Gamification has been widely applied in marketing. Over 70% of Forbes Global 2000 companies surveyed in 2013 said they planned to use gamification for

4522-438: A visualization method is to view the change in some variable over time. Even though the idea is not new, the technology is. Technology has made it easier and simpler to gather and analyze personal data. Since these technologies have become smaller and cheaper to be put in smart phones or tablets, it is easier to take the quantitative methods used in science and business and apply them to the personal sphere. Narratives constitute

4655-448: A way to select and manage archives. The merging of gambling and gamification referred to as "gamblification" has been used to some extent by online casinos. Some brands use an incremental reward system to extend the typical player lifecycle and to encourage repeat visits and cash deposits at the casino in return for rewards such as free spins and cash match bonuses on subsequent deposits. The term "gamification" first appeared online in

4788-421: Is a focus on addressing individual and systemic barriers. The individual barriers are faced by elderly citizens when having to deal with contemporary technology or in cases where there is a need for culturally-sound practices while systemic barriers could be overcome when involving the participation of more health literacy experts and the organization of health literacy education. Another challenge of self-tracking

4921-524: Is a game that is used to generate image metadata. Google Image Labeler is a version of the ESP Game that Google has licensed to generate its own image metadata. Research from the University of Bonn used gamification to increase wiki contributions by 62%. In the context of online crowdsourcing, gamification is also employed to improve the psychological and behavioral consequences of the solvers. According to numerous research, adding gamification components to

5054-415: Is a phenomenon evolving when active users of self-tracking devices become enticed by the satisfaction and sense of achievement and fulfillment that numerical data offer. Proponents of such lines of criticism tend to claim that data in this sense become simplistic, where complex phenomena become transcribed into reductionist data. This reductionist line of criticism generally incorporates fears and concerns with

5187-401: Is a technology that measures and analyzes human physical and/or behavioral characteristics for authentication, identification, or screening purposes. Examples of physical characteristics include fingerprints, DNA, and facial patterns. Examples of mostly behavioral characteristics include gait (a person's manner of walking) or voice. Facial recognition is the use of the unique configuration of

5320-478: Is able to install software, such as the FBI's Magic Lantern and CIPAV , on a computer system, they can easily gain unauthorized access to this data. Such software could be installed physically or remotely. Another form of computer surveillance, known as van Eck phreaking , involves reading electromagnetic emanations from computing devices in order to extract data from them at distances of hundreds of meters. The NSA runs

5453-576: Is also an increasing interest in the use of gamification in health sciences and education as an engaging information delivery tool and in order to add variety to revision. With increased access to one-to-one student devices, and accelerated by pressure from the COVID-19 pandemic , many teachers from primary to post-secondary settings have introduced live, online quiz-show style games into their lessons. Gamification has also been used to promote learning outside of schools. In August 2009, Gbanga launched

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5586-450: Is also being used to improve personal or professional productivity, with tools and services being used to help people keep track of what they do during the workday, where they spend their time, and whom they interact with. Another application has been in the field of education, where wearable devices are being used in schools so that students can learn more about their own activities and related math and science. Many start-up companies occupy

5719-590: Is an example of such a network. One common form of surveillance is to create maps of social networks based on data from social networking sites such as Facebook , MySpace , Twitter as well as from traffic analysis information from phone call records such as those in the NSA call database , and others. These social network "maps" are then data mined to extract useful information such as personal interests, friendships & affiliations, wants, beliefs, thoughts, and activities. Many U.S. government agencies such as

5852-595: Is applicable to increasing engagement on sites built on social network services . For example, in August, 2010, the website builder DevHub announced an increase in the number of users who completed their online tasks from 10% to 80% after adding gamification elements. On the programming question-and-answer site Stack Overflow users receive points and/or badges for performing a variety of actions, including spreading links to questions and answers via Facebook and Twitter . A large number of different badges are available, and when

5985-544: Is funding a research project called Combat Zones That See that will link up cameras across a city to a centralized monitoring station, identify and track individuals and vehicles as they move through the city, and report "suspicious" activity (such as waving arms, looking side-to-side, standing in a group, etc.). At Super Bowl XXXV in January 2001, police in Tampa, Florida, used Identix's facial recognition software, FaceIt, to scan

6118-405: Is installing automated facial recognition and license plate recognition devices in its squad cars, and providing handheld face scanners, which officers will use to identify people while on patrol. Facial thermographs are in development, which allow machines to identify certain emotions in people such as fear or stress, by measuring the temperature generated by blood flow to different parts of

6251-459: Is part of persuasive system design, and it commonly employs game design elements to improve user engagement, organizational productivity, flow , learning , crowdsourcing , knowledge retention, employee recruitment and evaluation, ease of use , usefulness of systems, physical exercise , traffic violations, voter apathy , public attitudes about alternative energy, and more. A collection of research on gamification shows that

6384-516: Is part of the gamification movement. People can pledge a certain amount of real or fake money, or receive awards and trophies. Many of these self-tracking applications or technologies are compatible with each other and other websites so people can share information with one another. Each technology may integrate with other apps or websites to show a bigger picture of health patterns, goals, and journaling. For example, one may figure out that migraines were more likely to have painful side effects when using

6517-434: Is possible at significantly lower costs. Gamification Gamification is the attempt to enhance systems, services, organizations, and activities by simulating experiences similar to those experienced when playing games in order to motivate and engage users. This is generally accomplished through the application of game design elements and game principles (dynamics and mechanics) in non-game contexts. Gamification

6650-505: Is pushed and forced by employers onto employees in certain workplace environments, health and life insurers or by substance addiction programs (drug and alcohol monitoring) in order to monitor the physical activity of the subject and analyze the data in order to gather conclusions. Usually the data gathered by this practice of self-tracking can be accessed by commercial, governmental, research and marketing agencies. Another recurrent line of debate revolves around "data fetishism". Data fetishism

6783-404: Is required. Records for one carrier alone (Sprint), showed that in a given year federal law enforcement agencies requested customer location data 8 million times. In response to customers' privacy concerns in the post Edward Snowden era, Apple's iPhone 6 has been designed to disrupt investigative wiretapping efforts. The phone encrypts e-mails, contacts, and photos with a code generated by

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6916-399: Is that it can be quite burdensome in the sense that it takes time but also that it can be experienced as a reminder that one is sick. A study exploring self-tracking of Parkinson's disease found recommendations for balanced self-tracking: focusing on positive aspects, using improved tools, and discussing self-tracking results with healthcare providers. Surveillance Surveillance

7049-626: Is that it can unjustifiably violate people's privacy and is often criticized by civil liberties activists. Democracies may have laws that seek to restrict governmental and private use of surveillance, whereas authoritarian governments seldom have any domestic restrictions. Espionage is by definition covert and typically illegal according to the rules of the observed party, whereas most types of surveillance are overt and are considered legal or legitimate by state authorities. International espionage seems to be common among all types of countries. The vast majority of computer surveillance involves

7182-399: Is the monitoring of a person or group's behavior by a corporation. The data collected is most often used for marketing purposes or sold to other corporations, but is also regularly shared with government agencies. It can be used as a form of business intelligence , which enables the corporation to better tailor their products and/or services to be desirable by their customers. Although there is

7315-419: Is the monitoring of behavior, many activities, or information for the purpose of information gathering, influencing, managing , or directing. This can include observation from a distance by means of electronic equipment, such as closed-circuit television (CCTV), or interception of electronically transmitted information like Internet traffic . Increasingly, governments may also obtain consumer data through

7448-433: Is to make existing tasks feel more like games. Some techniques used in this approach include adding meaningful choice, onboarding with a tutorial, increasing challenge, and adding narrative. Game elements are the basic building blocks of gamification applications. Among these typical game design elements, are points, badges, leader-boards, performance graphs, meaningful stories, avatars, and teammates. According to Chou,

7581-528: Is to use this tracking to ultimately become better parents. Some parents use sleep trackers because they worry about sudden infant death syndrome . A number of apps exist that have been made for parents wanting to track their baby's daily activities. The most frequently tracked metrics are feeding, sleeping and diaper changes . Mood, activity, medical appointments and milestones are also sometimes covered. Other apps are specifically made for breastfeeding mothers, or those who are pumping their milk to build up

7714-661: Is widespread. In the United States for instance, the Communications Assistance for Law Enforcement Act (CALEA) requires that all telephone and VoIP communications be available for real-time wiretapping by Federal law enforcement and intelligence agencies. Two major telecommunications companies in the U.S.— AT&T Inc. and Verizon —have contracts with the FBI, requiring them to keep their phone call records easily searchable and accessible for Federal agencies, in return for $ 1.8 million per year. Between 2003 and 2005,

7847-522: Is working on plans to build up a fleet of surveillance UAVs ranging from micro-aerial vehicles to full-size drones , to be used by police forces throughout the U.K. In addition to their surveillance capabilities, MAVs are capable of carrying tasers for " crowd control ", or weapons for killing enemy combatants. Programs such as the Heterogeneous Aerial Reconnaissance Team program developed by DARPA have automated much of

7980-771: The DIYgenomics studies, the Harvard 's Personal Genome Project, and the American Gut Microbiome Project. Quantified baby is a branch of the quantified self movement that is concerned with collecting extensive data on a baby's daily activities, and using this data to make inferences about behavior and health. A number of software and hardware products exist to assist data collection by the parent or to collect data automatically for later analysis. Reactions to quantified baby are mixed. Parents are often told by health professionals to record daily activities about their babies in

8113-701: The Defense Advanced Research Projects Agency (DARPA), the National Security Agency (NSA), and the Department of Homeland Security (DHS) are investing heavily in research involving social network analysis. The intelligence community believes that the biggest threat to U.S. power comes from decentralized, leaderless, geographically dispersed groups of terrorists , subversives , extremists , and dissidents . These types of threats are most easily countered by finding important nodes in

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8246-580: The Information Awareness Office , or companies such as Verint , and Narus , which search for certain words or phrases, to decide whether to dedicate a human agent to the call. Law enforcement and intelligence services in the United Kingdom and the United States possess technology to activate the microphones in cell phones remotely, by accessing phones' diagnostic or maintenance features in order to listen to conversations that take place near

8379-563: The NSA has been taking advantage of this ambiguity in the law by collecting metadata on "at least hundreds of millions" of "incidental" targets from around the world. The NSA uses an analytic tool known as CO-TRAVELER in order to track people whose movements intersect and to find any hidden connections with persons of interest. The Snowden leaks have also revealed that the British Government Communications Headquarters (GCHQ) can access information collected by

8512-455: The NSA , the FBI and the now-defunct Information Awareness Office , to develop, purchase, implement, and operate systems such as Carnivore , NarusInsight , and ECHELON to intercept and analyze all of this data to extract only the information which is useful to law enforcement and intelligence agencies. Computers can be a surveillance target because of the personal data stored on them. If someone

8645-512: The NSA call database , and extract "communities of interest"—groups of people who call each other regularly, or groups that regularly visit certain sites on the Internet. AT&T originally built the system to develop "marketing leads", but the FBI has regularly requested such information from phone companies such as AT&T without a warrant, and, after using the data, stores all information received in its own databases, regardless of whether or not

8778-485: The framing of a situation as game or play. Early gamification strategies use rewards for players who accomplish desired tasks or competition to engage players. Types of rewards include points, achievement badges or levels, the filling of a progress bar, or providing the user with virtual currency. Making the rewards for accomplishing tasks visible to other players or providing leader boards are ways of encouraging players to compete. Another approach to gamification

8911-718: The public sector by 2012, when the United States Department of Energy co-funded multiple research trials, including consumer behavior studies, adapting the format of Programmed learning into mobile microlearning to experiment with the impacts of gamification in reducing energy use. Cultural anthropologist Susan Mazur-Stommen published a business case for applying games to addressing climate change and sustainability , delivering research which "...took many forms including card-games (Cool Choices), videogames (Ludwig), and games for mobile devices such as smartphones (Ringorang) [p.9]." Gamification 2013, an event exploring

9044-611: The 1950s. The United States Department of Homeland Security is in the process of testing UAVs to patrol the skies over the United States for the purposes of critical infrastructure protection , border patrol, " transit monitoring ", and general surveillance of the U.S. population. Miami-Dade police department ran tests with a vertical take-off and landing UAV from Honeywell , which is planned to be used in SWAT operations. Houston's police department has been testing fixed-wing UAVs for use in "traffic control". The United Kingdom , as well,

9177-478: The FBI sent out more than 140,000 " National Security Letters " ordering phone companies to hand over information about their customers' calling and Internet histories. About half of these letters requested information on U.S. citizens. Human agents are not required to monitor most calls. Speech-to-text software creates machine-readable text from intercepted audio, which is then processed by automated call-analysis programs, such as those developed by agencies such as

9310-486: The Metropolitan Police Department, so they could perform "day-to-day monitoring". The development of centralized networks of CCTV cameras watching public areas—linked to computer databases of people's pictures and identity ( biometric data), able to track people's movements throughout the city, and identify whom they have been with—has been argued by some to present a risk to civil liberties . Trapwire

9443-706: The NSA on American citizens. Once the data has been collected, the GCHQ can hold on to it for up to two years. The deadline can be extended with the permission of a "senior UK official". Surveillance cameras, or security cameras, are video cameras used for the purpose of observing an area. They are often connected to a recording device or IP network , and may be watched by a security guard or law enforcement officer . Cameras and recording equipment used to be relatively expensive and required human personnel to monitor camera footage, but analysis of footage has been made easier by automated software that organizes digital video footage into

9576-581: The UK at 4.2 million (of which 500,000 were in Greater London ). More reliable estimates put the number of private and local government operated cameras in the United Kingdom at around 1.85 million in 2011. In the Netherlands, one example city where there are cameras is The Hague. There, cameras are placed in city districts in which the most illegal activity is concentrated. Examples are the red-light districts and

9709-412: The aerial surveillance process. They have developed systems consisting of large teams drone planes that pilot themselves, automatically decide who is "suspicious" and how to go about monitoring them, coordinate their activities with other drones nearby, and notify human operators if something suspicious is occurring. This greatly increases the amount of area that can be continuously monitored, while reducing

9842-565: The attention of venture capitalists, one of whom said he considered gamification the most promising area in gaming. Another observed that half of all companies seeking funding for consumer software applications mentioned game design in their presentations. Several researchers consider gamification closely related to earlier work on adapting game-design elements and techniques to non-game contexts. Deterding et al. survey research in human–computer interaction that uses game-derived elements for motivation and interface design, and Nelson argues for

9975-402: The big picture aspects of the gamified system that should be considered and managed; however, they never directly enter into the game. Dynamics elements provide motivation through features such as narrative or social interaction. Mechanics are the basic processes that drive the action forward and generate player engagement and involvement. Examples are chance, turns, and rewards. Components are

10108-467: The bottom end of the leaderboard. Competition caused by leaderboards can create social pressure to increase the player's level of engagement and can consequently have a constructive effect on participation and learning. However, these positive effects of competition are more likely if the respective competitors are approximately at the same performance level. Performance graphs, which are often used in simulation or strategy games, provide information about

10241-721: The challenges of creating motivating gameplay strategies, what makes for effective gamification is a key question. One important type of technological design in gamification is the player centered design. Based on the design methodology user-centered design , its main goal is to promote greater connectivity and positive behavior change between technological consumers. It has five steps that help computer users connect with other people online to help them accomplish goals and other tasks they need to complete. The 5 steps are: an individual or company has to know their player (their target audience), identify their mission (their goal), understand human motivation (the personality, desires, and triggers of

10374-459: The city of Chicago , Illinois, recently used a $ 5.1 million Homeland Security grant to install an additional 250 surveillance cameras, and connect them to a centralized monitoring center, along with its preexisting network of over 2000 cameras, in a program known as Operation Virtual Shield . Speaking in 2009, Chicago Mayor Richard Daley announced that Chicago would have a surveillance camera on every street corner by 2016. New York City received

10507-575: The code themselves or to get the code from the phone's owner. Because the Snowden leaks demonstrated that American agencies can access phones anywhere in the world, privacy concerns in countries with growing markets for smart phones have intensified, providing a strong incentive for companies like Apple to address those concerns in order to secure their position in the global market. Apple has made several moves to emphasize their concern for privacy, in order to appeal to more consumers. In 2011, Apple stopped

10640-585: The concept, proposing a new direction of labor-intensive self-tracking without using privacy infringing automation. The term quantified self appears to have been proposed in San Francisco by Wired magazine editors Gary Wolf and Kevin Kelly in 2007 as "a collaboration of users and tool makers who share an interest in self knowledge through self-tracking." In 2010, Wolf spoke about the movement at TED , and in May 2011,

10773-421: The context of automatic decision-making. Aerial surveillance is the gathering of surveillance, usually visual imagery or video, from an airborne vehicle—such as an unmanned aerial vehicle , helicopter , or spy plane . Military surveillance aircraft use a range of sensors (e.g. radar) to monitor the battlefield. Digital imaging technology, miniaturized computers, and numerous other technological advances over

10906-504: The context of computer software in 2008. Gamification did not gain popularity until 2010. Even prior to the term coming into use, other fields borrowing elements from videogames was common; for example, some work in learning disabilities and scientific visualization adapted elements from videogames. The term "gamification" first gained widespread usage in 2010, in a more specific sense referring to incorporation of social/reward aspects of games into software. The technique captured

11039-624: The context of education and training is of particular interest because it offers a variety of benefits associated with learning outcomes and retention. Using video-game inspired elements like leaderboards and badges has been shown to be effective in engaging large groups and providing objectives for students to achieve outside of traditional norms like grades or verbal feedback. Online learning platforms such as Khan Academy and even physical schools like New York City Department of Education 's Quest to Learn use gamification to motivate students to complete mission-based units and master concepts. There

11172-465: The crowd for potential criminals and terrorists in attendance at the event (it found 19 people with pending arrest warrants). Governments often initially claim that cameras are meant to be used for traffic control , but many of them end up using them for general surveillance. For example, Washington, D.C. had 5,000 "traffic" cameras installed under this premise, and then after they were all in place, networked them all together and then granted access to

11305-599: The data. Data profiling in this context is the process of assembling information about a particular individual or group in order to generate a profile — that is, a picture of their patterns and behavior. Data profiling can be an extremely powerful tool for psychological and social network analysis . A skilled analyst can discover facts about a person that they might not even be consciously aware of themselves. Economic (such as credit card purchases) and social (such as telephone calls and emails) transactions in modern society create large amounts of stored data and records. In

11438-515: The efficacy of the Octalysis Framework in gamification, shows that experience points (XP), badges, and progress indicators can significantly enhance user engagement and productivity in business learning programs. Points are basic elements of a multitude of games and gamified applications. They are typically rewarded for the successful accomplishment of specified activities within the gamified environment and they serve to numerically represent

11571-942: The face. Law enforcement officers believe that this has potential for them to identify when a suspect is nervous, which might indicate that they are hiding something, lying, or worried about something. In his paper in Ethics and Information Technology , Avi Marciano maps the harms caused by biometric surveillance, traces their theoretical origins, and brings these harms together in one integrative framework to elucidate their cumulative power. Marciano proposes four types of harms: Unauthorized use of bodily information, denial or limitation of access to physical spaces, bodily social sorting, and symbolic ineligibility through construction of marginality and otherness. Biometrics' social power, according to Marciano, derives from three main features: their complexity as "enigmatic technologies", their objective-scientific image, and their increasing agency, particularly in

11704-429: The first few months, such as feeding times, sleeping times and diaper changes. This is useful for both the parent (used to maintain a schedule and ensure they remain organised) and for the health professional (to make sure the baby is on target and occasionally to assist in diagnosis). For quantified self, knowledge is power , and knowledge about oneself easily translates as a tool for self-improvement . The aim for many

11837-568: The first international conference was held in Mountain View, California . There are conferences in America and Europe. Gary Wolf said "Almost everything we do generates data." Wolf suggests that companies target advertising or recommend products use data from phones, tablets, computers, other technology, and credit cards. However, using the data they make can give people new ways to deal with medical problems, help sleep patterns, and improve diet. Within

11970-424: The form of sousveillance back in the 1970s [13, 12]" Quantimetric self-sensing was proposed for the use of wearable computers to automatically sense and measure exercise and dietary intake in 2002: "Sensors that measure biological signals, ... a personal data recorder that records ... Lifelong videocapture together with blood-sugar levels, ... correlate blood-sugar levels with activities such as eating, by capturing

12103-406: The gamification environment. They confirm the players' achievements, symbolize their merits, and visibly show their accomplishment of levels or goals. Earning a badge can be dependent on a specific number of points or on particular activities within the game. Badges have many functions, serving as goals, if the prerequisites for winning them are known to the player, or as virtual status symbols. In

12236-411: The health literacy critique. The "know thy numbers to know thyself" slogan of the quantified self movement is inconsistent, it has been claimed, in the sense that it does not fully acknowledge the need for auxiliary skills of health literacy to actually get to "know thyself". The solution proposed by proponents of the health literacy critique in order to improve the practice of self-tracking and its results

12369-402: The human life, health and experience. While the data-fetishist critical discourse ascribes a crucial power of influence to numbers and data, the health literacy critique views gathered data as useless and powerless without the human context and the analysis and reflection skills of the user that are needed to act on the numbers. Datum collection alone is not deterministic or normative, according to

12502-513: The information was ever useful in an investigation. Some people believe that the use of social networking sites is a form of "participatory surveillance", where users of these sites are essentially performing surveillance on themselves, putting detailed personal information on public websites where it can be viewed by corporations and governments. In 2008, about 20% of employers reported using social networking sites to collect personal data on prospective or current employees. Biometric surveillance

12635-421: The interiors of shops and businesses. According to 2011 Freedom of Information Act requests, the total number of local government operated CCTV cameras was around 52,000 over the entirety of the UK. The prevalence of video surveillance in the UK is often overstated due to unreliable estimates being requoted; for example one report in 2002 extrapolated from a very small sample to estimate the number of cameras in

12768-434: The life course." Generally, people tend to focus mostly on the data collecting stage, while stages of data archiving, analysis and interpretation are often overlooked because of the skills necessary to conduct such processes, which explains the call for the improvement of health literacy skills among self-quantifiers. The health literacy critique is different from the data-fetishist critique in its approach to data influence on

12901-424: The likes of Gamify , in order to promote Brands, Products and Services. Usually to encourage engagement, loyalty and product education. These usually involve social leaderboards and rewards that are advertised via social media platforms like Facebook's Top 10 games. Gamification also has been used as a tool for customer engagement , and for encouraging desirable website usage behaviour. Additionally, gamification

13034-448: The major markers in the body's DNA to produce a match. The FBI is spending $ 1 billion to build a new biometric database, which will store DNA, facial recognition data, iris/retina (eye) data, fingerprints, palm prints, and other biometric data of people living in the United States. The computers running the database are contained in an underground facility about the size of two American football fields . The Los Angeles Police Department

13167-508: The market right now. Most of them help track data for some type of health pattern, be it sleep or asthma. However, there are bigger companies such as Apple and Google (Fitbit) that occupy some of the space in the market. A recent movement in quantified self is gamification . There is a wide variety of self-tracking technologies that allow everyday activities to be turned into games by awarding points or monetary value to encourage people to compete with their friends. The success of connected sport

13300-460: The mere quest for points and achievements. A story can be communicated by a game's title (e.g., Space Invaders ) or by complex storylines typical of contemporary role-playing video games (e.g., The Elder Scrolls Series ). Narrative contexts can be oriented towards real, non-game contexts or act as analogies of real-world settings. The latter can enrich boring, barely stimulating contexts, and, consequently, inspire and motivate players particularly if

13433-617: The monitoring of data and traffic on the Internet . In the United States for example, under the Communications Assistance For Law Enforcement Act , all phone calls and broadband Internet traffic (emails, web traffic, instant messaging, etc.) are required to be available for unimpeded real-time monitoring by federal law enforcement agencies. There is far too much data on the Internet for human investigators to manually search through all of it. Therefore, automated Internet surveillance computers sift through

13566-418: The nature, responsibility, and outcome of the quantified self movement and its derivative practices. Generally, most bodies of criticism tackle the issue of data exploitation and data privacy but also health literacy skills in the practice of self-tracking. While most of the users engaging in self tracking practices are using the gathered data for self-knowledge and self-improvement, in some cases, self-tracking

13699-670: The network, and removing them. To do this requires a detailed map of the network. Jason Ethier of Northeastern University, in his study of modern social network analysis, said the following of the Scalable Social Network Analysis Program developed by the Information Awareness Office : The purpose of the SSNA algorithms program is to extend techniques of social network analysis to assist with distinguishing potential terrorist cells from legitimate groups of people.... In order to be successful SSNA will require information on

13832-434: The number of human operators required. Thus a swarm of automated, self-directing drones can automatically patrol a city and track suspicious individuals, reporting their activities back to a centralized monitoring station. In addition, researchers also investigate possibilities of autonomous surveillance by large groups of micro aerial vehicles stabilized by decentralized bio-inspired swarming rules. Corporate surveillance

13965-466: The past decade have contributed to rapid advances in aerial surveillance hardware such as micro-aerial vehicles , forward-looking infrared , and high-resolution imagery capable of identifying objects at extremely long distances. For instance, the MQ-9 Reaper , a U.S. drone plane used for domestic operations by the Department of Homeland Security , carries cameras that are capable of identifying an object

14098-402: The past, this data was documented in paper records, leaving a " paper trail ", or was simply not documented at all. Correlation of paper-based records was a laborious process—it required human intelligence operators to manually dig through documents, which was time-consuming and incomplete, at best. But today many of these records are electronic, resulting in an " electronic trail ". Every use of

14231-403: The person who holds the phone. The StingRay tracker is an example of one of these tools used to monitor cell phone usage in the United States and the United Kingdom. Originally developed for counterterrorism purposes by the military, they work by broadcasting powerful signals that cause nearby cell phones to transmit their IMSI number , just as they would to normal cell phone towers. Once

14364-560: The phone is connected to the device, there is no way for the user to know that they are being tracked. The operator of the stingray is able to extract information such as location, phone calls, and text messages, but it is widely believed that the capabilities of the StingRay extend much further. A lot of controversy surrounds the StingRay because of its powerful capabilities and the secrecy that surrounds it. Mobile phones are also commonly used to collect location data. The geographical location of

14497-435: The player's performance over a fixed period, they focus on improvements. Motivation theory postulates that this fosters mastery orientation, which is particularly beneficial to learning. Meaningful stories are game design elements that do not relate to the player's performance. The narrative context in which a gamified application can be embedded contextualizes activities and characters in the game and gives them meaning beyond

14630-673: The player. Avatars can be designed quite simply as a mere pictogram, or they can be complexly animated, three- dimensional representations. Their main formal requirement is that they unmistakably identify the players and set them apart from other human or computer-controlled avatars. Avatars allow the players to adopt or create another identity and, in cooperative games, to become part of a community. Teammates, whether they are other real players or virtual non-player characters, can induce conflict, competition or cooperation. The latter can be fostered particularly by introducing teams, i.e. by creating defined groups of players that work together towards

14763-400: The players' performance compared to their preceding performance during a game. Thus, in contrast to leaderboards, performance graphs do not compare the player's performance to other players, but instead, evaluate the player's own performance over time. Unlike the social reference standard of leaderboards, performance graphs are based on an individual reference standard. By graphically displaying

14896-436: The popular location-based game Pokémon Go praised the game for promoting physical exercise. Terri Schwartz ( IGN ) said it was "secretly the best exercise app out there," and that it changed her daily walking routine. Patrick Allen ( Lifehacker ) wrote an article with tips about how to work out using Pokémon Go . Julia Belluz ( Vox ) said it could be the "greatest unintentional health fad ever," writing that one of

15029-438: The protection of a process, person, group or object, or the investigation of crime. It is also used by criminal organizations to plan and commit crimes, and by businesses to gather intelligence on criminals, their competitors, suppliers or customers. Religious organizations charged with detecting heresy and heterodoxy may also carry out surveillance. Auditors carry out a form of surveillance. A byproduct of surveillance

15162-434: The purchase of online information, effectively expanding surveillance capabilities through commercially available digital records. It can also include simple technical methods, such as human intelligence gathering and postal interception . Surveillance is used by citizens, for instance for protecting their neighborhoods. It is widely used by governments for intelligence gathering, including espionage, prevention of crime,

15295-572: The purposes of marketing and customer retention . For example, in November, 2011, Australian broadcast and online media partnership Yahoo!7 launched its Fango mobile app /SAP, which TV viewers use to interact with shows via techniques like check-ins and badges. Gamification has also been used in customer loyalty programs. In 2010, Starbucks gave custom Foursquare badges to people who checked in at multiple locations, and offered discounts to people who checked in most frequently at an individual store. As

15428-448: The quantified self community, the concept of " personal science " has been developed. It is defined as: " the practice of exploring personally consequential questions by conducting self-directed N-of-1 studies using a structured empirical approach ". Like any empirical study , the primary method is the collection and analysis of data. In many cases, data are collected automatically using wearable sensors, not limited to, but often worn on

15561-510: The reductionist discourse but still proposing a more hopeful solution is related the lack of health literacy among most of self-trackers. The European Health Literacy Survey Consortium Health defines health literacy as "[...] people's knowledge, motivations, and competencies to access, understand, appraise, and apply health information in order to make judgments and take decisions in everyday life concerning healthcare, disease prevention and health promotion to maintain or improve quality of life during

15694-420: The results of the game that the developers may not have imagined was that "it seems to be getting people moving." One study showed users took an extra 194 steps per day once they started using the app, approximately 26% more than usual. Ingress is a similar game that also requires a player to be physically active. Zombies, Run! , a game in which the player is trying to survive a zombie apocalypse through

15827-508: The role 8Chan and similar boards played in inspiring the massacre, as well as other acts of terrorism and mass shootings. According to Evans, "[w]hat we see here is evidence of the only real innovation 8chan has brought to global terrorism: the gamification of mass violence. We see this not just in the references to "high scores", but in the very way the Christchurch shooting was carried out. Brenton Tarrant livestreamed his massacre from

15960-560: The same way as points, badges also provide feedback, in that they indicate how the players have performed. Badges can influence players' behavior, leading them to select certain routes and challenges in order to earn badges that are associated with them. Additionally, as badges symbolize one's membership in a group of those who own this particular badge, they also can exert social influences on players and co-players, particularly if they are rare or hard to earn. Leaderboards rank players according to their relative success, measuring them against

16093-516: The size of a milk carton from altitudes of 30,000 feet (9.1 km), and has forward-looking infrared devices that can detect the heat from a human body at distances of up to 60 kilometers (37 mi). In an earlier instance of commercial aerial surveillance, the Killington Mountain ski resort hired 'eye in the sky' aerial photography of its competitors' parking lots to judge the success of its marketing initiatives as it developed starting in

16226-490: The social interactions of the majority of people around the globe. Since the Defense Department cannot easily distinguish between peaceful citizens and terrorists, it will be necessary for them to gather data on innocent civilians as well as on potential terrorists. AT&T developed a programming language called "Hancock", which is able to sift through enormous databases of phone call and Internet traffic records, such as

16359-433: The specific instantiations of mechanics and dynamics; elements like points, quests, and virtual goods. Gamification has been applied to almost every aspect of life. Examples of gamification in business context include the U.S. Army, which uses military simulator America's Army as a recruitment tool, and M&M's "Eye Spy" pretzel game, launched in 2013 to amplify the company's pretzel marketing campaign by creating

16492-404: The story is in line with their personal interests. As such, stories are also an important part in gamification applications, as they can alter the meaning of real-world activities by adding a narrative 'overlay', e.g. being hunted by zombies while going for a run. Avatars are visual representations of players within the game or gamification environment. Usually, they are chosen or even created by

16625-457: The target audience), apply mechanics (points, badges, leaderboards, etc.), and to manage, monitor, and measure the way they are using their mechanics to ensure it is helping them achieve the desired outcome of their goal and that their goal is specific and realistic. Gamification has also been applied to authentication . Games have been proposed as a way for users to learn new and more complicated passwords. Gamification has also been proposed as

16758-780: The technique, a number of businesses created gamification platforms. In October 2007, Bunchball , backed by Adobe Systems Incorporated, was the first company to provide game mechanics as a service, on Dunder Mifflin Infinity , the community site for the NBC TV show The Office . Bunchball customers have included Playboy, Chiquita, Bravo, and The USA Network. Badgeville , which offers gamification services, launched in late 2010, and raised $ 15 million in venture-capital funding in its first year of operation. Gabe Zichermann coined "funware" as an alternative term for gamification. Gamification as an educational and behavior modification tool reached

16891-475: The train stations. As part of China's Golden Shield Project , several U.S. corporations, including IBM , General Electric , and Honeywell , have been working closely with the Chinese government to install millions of surveillance cameras throughout China , along with advanced video analytics and facial recognition software, which will identify and track individuals everywhere they go. They will be connected to

17024-411: The use of gamification in self-management of chronic diseases and common mental disorders, STD prevention, and infection prevention and control. In a review of health apps in the 2014 Apple App Store , more than 100 apps showed a positive correlation between gamification elements used and high user ratings. MyFitnessPal was named as the app that used the most gamification elements. Reviewers of

17157-451: The use of permanent device identifiers, and in 2019, they banned the ability of third parties to track on children’s apps. Although the CALEA requires telecommunications companies to build into their systems the ability to carry out a lawful wiretap, the law has not been updated to address the issue of smart phones and requests for access to e-mails and metadata . The Snowden leaks show that

17290-407: The vast amount of intercepted Internet traffic to identify and report to human investigators the traffic that is considered interesting or suspicious. This process is regulated by targeting certain "trigger" words or phrases, visiting certain types of web sites, or communicating via email or online chat with suspicious individuals or groups. Billions of dollars per year are spent by agencies, such as

17423-503: The ways in which ideas on health are redefined, as well as doctor-patient dynamics and the experience of self-hood among self-trackers. Because of such arguments, the quantified self movement has been criticized for providing predetermined ideals of health, well-being and self-awareness. Rather than increasing the personal skills for self-knowledge, it distances the user from the self by offering an inherently normative and reductionist framework. An alternative line of criticism still linked to

17556-413: The wrist. In other cases, data may be logged manually. The data are typically analyzed using traditional techniques such as linear regression to establish correlations among the variables under investigation. As in every attempt to understand potentially high-dimensional data, visualization techniques can suggest hypotheses that may be tested more rigorously using formal methods. One simple example of

17689-502: Was reported to have a huge surveillance network of over 170 million CCTV cameras with 400 million new cameras expected to be installed in the next three years, many of which use facial recognition technology . In the United States , the Department of Homeland Security awards billions of dollars per year in Homeland Security grants for local, state, and federal agencies to install modern video surveillance equipment. For example,

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