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The persuasive design of Slack is a form of gamification, the introduction of game-like elements into non-game domains like work. (…) However, (…), gamification is a deeply problematic activity, seeking to capture play in the pursuit of workplace control. I have written at length about the negative effects this creates in call centres, but these technological systems of control are becoming increasingly common.

Helena Vieira: Slacking it? The problems of technology at work