Stanley’s Parable (enough said!)…
The Unnerving Rise of Video Games that Spy on You
In basic terms, video games are systems that translate physical inputs—such as hand movement or gesture—into various electric or electronic machine-readable outputs. The user, by acting in ways that comply with the rules of the game and the specifications of the hardware, is parsed as data by the video game. Writing almost a decade ago, the sociologists Jennifer R. Whitson and Bart Simon argued that games are increasingly understood as systems that easily allow the reduction of human action into knowable and predictable formats.
Video games, then, are a natural medium for tracking, and researchers have long argued that large data sets about players’ in-game activities are a rich resource in understanding player psychology and cognition. In one study from 2012, Nick Yee, Nicolas Ducheneaut, and Les Nelson scraped player activity data logged on the World of Warcraft Armory website—essentially a database that records all the things a player’s character has done in the game (how many of a certain monster I’ve killed, how many times I’ve died, how many fish I’ve caught, and so on).
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