1.0

What a cop out. Irresistible has a promising premise and does precede to examine real issues with addictive technology—albeit in a pop-psych surface manner. The final chapter is frankly garbage and ruined any good will I felt toward the book. It focuses, mostly, on the positive uses of gamification that both makes little sense within the context of the book and contradicts most of the observations made in previous chapters. Most objectionable is the use of gamification in the work place. The examples presented present gamification as nothing more than video game Taylorism. While the author states supposed benefits for the both the corporation and the employee in reality this form of gamification is another way to lower costs without passing any benefit to the employee. The worst example is of a part-time call center that continuously posts call numbers and sale performance as a method to turn work into a game/competition. Fun.