About Gamification, behavior and control
01 Dystopia on demand
02 Panem, circenses and data
03 Stream fighters and open world factory
Gamification, behavior and control is a sonic and narrative trinity regarding how we are loosing the sense of sensitivity toward our daily interactions with smart devices.
It explores the intimate relationship between screens as icons and stream as an endless message but also how our instinctive curiosity is becoming more and more a predictable algorithm.
With Gamification, behavior and control Sylvain Souklaye explores and composed digital frequencies and establishes a conversation between them the objects and us the subjects.