Gamified Control - China's Social Credit Systems | ML Conference 2018 Spring

Jason Qiu

Explore the dark side of gamification as the Chinese government leverages it for social control, data collection, and behavior manipulation in their Social Credit Systems.

Key takeaways
  • Gamification is used as a tool for social control: The Chinese government uses gamification to encourage citizens to behave in a certain way, with rewards for good behavior and penalties for bad behavior.
  • Data is a huge problem: The amount of data being collected and used is massive, and most people don’t realize or care about it.
  • Private companies are collecting massive amounts of data: Alibaba, Baidu, and Tencent are collecting and using vast amounts of data, often without users’ knowledge or consent.
  • Social Credit Systems are being developed: The Chinese government is developing a Social Credit System that uses data to determine an individual’s trustworthiness and reward or punish them accordingly.
  • Gamification is used in everyday life: Gamification is not just limited to games, it’s used in everyday life to influence behavior, such as in dating apps, and to make people feel good about themselves.
  • Technology is advancing rapidly: Technology is advancing rapidly, and it’s hard to keep up with the pace of change, let alone understand the consequences of it.
  • Data is used to influence behavior: Data is used to influence behavior, and once it’s collected, it’s difficult to erase or control.
  • Private companies are working with the government: Private companies are working closely with the government to develop and implement the Social Credit System.
  • Data is power: Data is power, and those who control it have great influence over others.
  • Humans are not good at understanding technology: Humans are not good at understanding technology, and it’s often difficult to comprehend the consequences of it.