Tag Archives: society

Standing on the verge of an epic win: can gaming make the world a better place?

Jane McGonigal‘s recent TED talk is getting a lot of attention, and with good reason, because it’s a radical idea she’s pushing – radical in both senses of the word, in fact.

Here’s the thesis: computer games give us a sense of being able to achieve greatness, of being able to attempt awesome things and of that attempt being worth the effort, in a way we rarely feel in our meatspace lives. Why else would we spend so much time playing them? Just one gamer might spend thousands of hours a year chasing XP, completing quests and levelling up – but what is it that these people getting good at doing, exactly? And can we maybe encourage them to get good at things that can have an effect in the real world as well as in a virtual one?

McGonigal isn’t talking through her hat, either – she’s been working on this stuff for some years now. She was part of the team behind the Superstruct project, which was mentioned here a number of times (and in which peripatetic Futurismic columnist Sven Johnson took part, alongside Jamais Cascio and many other futurist types, professional or otherwise)… and there’s a new one in the works called Urgent Evoke. But let’s hear her tell it in her own words:

The easy angle for criticism is her incredible optimism (which, incidentally, she ascribes to a fundamental aspect of the gamer’s mindset), but given all the doom and gloom around at the moment, it’s a refreshing change. Instead of saying why it won’t work, maybe we should think about how it could?

And here’s a serendipitous supporting story [via SlashDot]: an Australian lecturer altered the structure of his university courses to reflect that of games – experience points, levelling up, and so on – and saw his students respond with far greater enthusiasm as a result. Now he’s suggesting that absorbing similar ideas into the workplace could engage greater engagement among employees from those notoriously (or allegedly, depending on your point of view) feckless Generation Ys and Millennials. What do you think?

The Troll Crusade: Anonymous, Scientology and all that

Anonymous - they are legion.To paraphrase the lovely Pat Cadigan, reality is always weirder than fiction… because fiction is constrained by the need to appear plausible. Which is why, had someone tried to write a novel about an ad-hoc tribe of sociopaths united by membership of an internet bulletin board attempting to take down a notoriously weird young religion created by a fast-talking science fiction writer that numbers some of the biggest names in Hollywood among its ranks, they’d have probably been laughed out of the slush pile with a form rejection slip. [image by Sklathill]

But Chanology, the Anonymous crusade against Scientology, is a very true story, and one that’s still being told. Julian Dibbell has a good long-form piece in Wired all about it, and it’s a fascinating read… not to mention ideal source-material for writers of near-future speculative fiction. Dibbell highlights the real driving motive behind the fluid alliance of Anonymous, which is much less the desire to right wrongs than it is the desire to wind up a legendarily uptight organisation – a desire that focusses inward as well as outward, like an irascible hydra whose heads turn on one another as often as they strike at their enemies.

Dibbell also points out that while Anonynous may represent the arrival of “the kind of ad hoc, loosely coupled social activism that many have hoped the ad hoc, loosely coupled architecture of the Internet would engender,” it may also represent its apogee. Anonymous and Scientology are almost made for one another, so perfectly diametrically opposed at an ideological level that they can’t help but feed the flames of the conflict; potential future opponents may well learn from Scientology’s mistake, and avoid feeding the trolls.

What interests me most about Anonymous as an amorphous (id)entity, though, is the potential it has for temporal continuity independent of its current membership. It’s a banner that any rebellious or angry group could raise at any point in the future, because although its methods and aims are fundamentally individualistic, its public face is exactly the opposite. Like the Luddites and the saboteurs before them, all that’s needed to join the cause is an awareness of its existence… and of its power to enrage the forces of order. Even if Chanology fizzles out against the superior legal firepower of Scientology, I suspect we’ll not have heard the last of Anonymous.

NEW FICTION: FLUIDITY by Eric Del Carlo

One of my hardest jobs as editor here at Futurismic is trying to write the introductions to our new fiction pieces that actually do them justice. This month, I’m not even going to try – all I’ll say is that Eric Del Carlo‘s “Fluidity” totally blew me away when Chris sent it over for me to look at, and that I’ve not read such a strong yet sensitive treatment of gender politics in science fiction for some time. See for yourself.

Fluidity

by Eric Del Carlo

Some prim Prior in Xen’s childhood had made a pulpit-pounding fact of this statement:  “To interrupt one’s Cycling is to throw oneself off a cliff!”  So often and with such spittle-spraying vehemence was this preached that it had locked in Xen’s mind.

And so when he pulled the braided sash and his burgundy robe heaped the ground around his bare ankles, he stepped forward over the ice plants with that Prior’s fervor guiding, not warning, him.  The ocean’s salt-tart wind handled his slim naked body carelessly as he came to edge of the bluff.  Cascades of ice plants turned to dark rock below, then colorful sand.  Xen paused to touch his exterior genitals.  It was a wistful gesture.

Off a cliff…

He went, making instruction of that long-ago thunderous remonstrance.  When he struck the dark rocks, he crushed numerous bones; when he bounced and tumbled out onto the beach itself, he lived only long enough for a group of startled concerned bathers to huddle over him. Continue reading NEW FICTION: FLUIDITY by Eric Del Carlo

The Iron Cage of Fantasy: World of Warcraft, City of Heroes and Fable II

If modern gaming is all about escapism, why do we choose to escape to virtual worlds that contain so many of the negative pressures of the world we’re trying to leave behind?

Blasphemous Geometries by Jonathan McCalmont

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I’d like to begin this column by discussing escapism. Describing something as “escapist” has always struck me as something of a back-handed compliment. A tacit (and sometimes dismissive) acknowledgement of a work’s lack of topicality or verisimilitude coupled to an attempt to shift the critical yardstick from the aesthetic to the psychological : Yes, we know that this film/game/book is all about giant stompy robots hitting each other but it scratches an itch that we, the audience, need scratching.

The itch in question is the need to escape from an increasingly inhospitable 21st Century existence; an existence filled with long commutes, unpaid mandatory overtime, credit card bills, mortgage foreclosures, unemployment, failed relationships and the plethora of modern-day worries, problems and fears that many choose to medicate with alcohol. People justifiably want to escape to a world that is less oppressive and miserable. This explains why the grand-father of escapist fiction is J.R.R. Tolkien and not Jean-Paul Sartre. Continue reading The Iron Cage of Fantasy: World of Warcraft, City of Heroes and Fable II

MMOs: the future of the nation-state?

World of Warcraft screenshotFinally! While not much of an MMO player myself (I don’t have the time to set my highly addiction-prone personality loose in alternative realities at the moment), the time I’ve spent in Second Life has convinced me that the metaverse is a hugely important sociopolitical step for us as a species. [image by fernashes]

So I’m really pleased to see social scientists like Aleks Krotoski of The Guardian saying that MMOs are harbingers of the doom of the nation-state:

Now, I don’t imagine that any of my mates would be willing to pledge allegiance to Azeroth, the fictional setting for their escapades and dance parties, but without question they experience a sense of togetherness celebrated by academics and philosophers for its emergent governance. Warcraft, Second Life, EverQuest, even the text-based LambdaMOO – all have unregulated telecoms services and thriving and exchangeable unregulated currencies. They also have hierarchies and power structures, justice systems and benevolent dictators.

These spaces threaten world order. Traditional governments have spent the past four years back-pedalling, trying to regulate these spaces, in the name of national security. In fact, they’re just trying to make sure that they don’t lose control of the people who have gathered together in these consensual hallucinations. And their money, of course.

Yes. The internet itself is corrosive to geography, but virtual worlds increase the potency of the reagent considerably. Interesting times ahead, I think.