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The INTERNETZ is NOT destroying society

May 31, 2012 5 comments

Telling the world that the internet is not destroying society is probably not going to get me a ton of hits, because who wants to read an article that is stating the obvious? So I thought I’d draw attention by misspelling internet.  If I really wanted to get hits, I’d lead with some bald face lie like “‘The Demise of Guys’: How video games and porn are ruining a generation” whose main thesis is that young men growing up with video games and easy access to porn is distracting them from normal social activities, or “We expect more from technology and less from each other” whose main thesis is that the growth of texting and social media is making us too social, and we are losing our ability to be alone.  I love it when sensationalist headlines contradict each other.

Then there are the rash of Facebook doom and gloom articles: Facebook is destroying Google, Facebook is destroying Twitter, Facebook is destroying Virtual Worlds.  How long before we see an article claiming that Facebook is a threat to the human race itself? It came out yesterday, actually.

Games and Porn destroying society?

So where to start?  Lets start with the new book The Demise of Guys:

The premise of the book is that a generation of boys addicted to video games and online porn is leading to the decline of the male half of the population. The CNN article cites a lot of anecdotal info without much actual scientific citations.

There is a lot of stuff to talk about here and it is worthy of a discussion.

The book seems to focus on video game and porn addiction in boys, and blames the usual suspects: parents. Then it apparently tries to discuss the problems this is causing to society, and DAMMIT WE SHOULD DO SOMETHING!

Lets be realistic here. Yes, virtually all boys, young men, and even older men are playing video games these days, they are also watching porn. A slightly lesser percentage of girls, young women and even older women are also playing video games and watching porn. This is no doubt having an affect on society, but lets put that to the side for now.

Now what percentage of the people playing video games and/or watching porn are actually addicted to it? Research shows the percentage is actually pretty small, like 3% tops and probably closer to 1%. This is of course varies depending on what you would call an addict, but I’d say the usual definition involves engage in an activity to such an extent that it threatens our health. I’d say that is a very small percentage. Because it is a small percentage, the affect of video game/porn addiction is likely negligible, and therefore it cannot be ruining a generation of guys.

So lets stop beating around the bush and get to the heart of the issue:

Is the prevalence of video games affecting our society, our culture, our relationships, and changing the psychology of young growing minds? Absolutely!

Is the easy availability of porn affecting our society, our culture, our relationships, and changing the psychology of young growing minds? Absolutely!

And now for the REAL debate question: Is this a bad thing?

Considering that every society where video games have become popular has seen a reduction in violent crime; Considering that every society in which internet porn is widespread has seen a reduction in sex crimes; Considering that video games have been designed to make players happy, and that positive psychologists have shown that artificially generated happiness is just as good as genuine happiness. I’d say, the answer is no.

But, but, but, video game playing has been demonstrated to reduce the ability to learn in traditional school settings. Then maybe it is about time to dump the traditional school definition of learning. Learning by playing games, works extremely well.

But, widespread porn is changing young people’s ability to have “healthy” relationships that lead to marriage and family and more children. Time to dump the old fashioned definitions of “healthy” relationships then. Kids today are smarter about sex and relationships than any previous generation. A lot more of them are choosing not to get married, and not have kids, and the ones that are are doing it later in life, and choosing smaller families. Young people are going to have relationships, because that is what young people do, but they have a lot more freedom today. There is no bad here.

Video games and the internet is changing society, that is a given. Some change will be good, and inevitably some change will be bad. But the only real threats are to those that do not want society to change. To hell with them!

(Note, the above was originally posted by me at SL Universe forums where it got over 250 responses do far.)

Texting and social media destroying society?

The second sensationalist headline comes from Professor Sherry Turkle who is someone who is very thorough with her research. Again, she is pushing a book: Alone Together

As I was watching her TED talk on the topic of texting and social media’s affect on society I was making some live notes:

“The illusion of companionship without the demands of friendship” … And this is bad because?

“We turn to technology to help us feel connected in ways we can comfortably control” … You say it like its a bad thing.

“Being alone feels like a problem that needs to be solved” … Actually no, I’m fine with alone. It is other people that need stuff that feels like a problem that needs to be solved.

“Constant connection is changing the way people think of themselves” … Yep that’s the way it has always been. I bet there was someone like her when the telephone was invented, and when the radio was invented, and when the TV was invented. The world is changing, and I am cool with it.

And then she ends the talk, talking about learning to be alone with ourselves. Hmm, as someone who rarely texts, never bring a cellphone anywhere, only talks to people at work because that is what I am paid to do, and does not even have a twitter account, I guess she wasn’t talking to me.

Ultimately this is the same issue with video games and porn above. Getting addicted can be very bad, but what percentage really are addicted?  Probably an even smaller percentage.  But let’s ask the second question: Is texting and social media a bad thing?

Oddly this is a far more complicated issue than video games and porn issues. Social media has sparked revolutions and organized protests that have succeeded in changing the world, so it can’t be all bad.

On the other hand, I remember being able to go to the break room at lunch and actually talked to my fellow co-workers.  Now everyone goes to the break room and jumps on their cell phone.  It is too noisy for a conversation, so I go outside to the smoking area.  Not because I smoke (I don’t), but people actually talk to each other out there.

So yes, social media is changing society.  Some change will be good, and inevitably some change will be bad.

Facebook destroying society?

Once again the author of the sensationalist article is selling a book: Digital Vertigo.

Once again, the author is saying change is bad.  I’ll say change is not all bad, etc.  No need to belabor the points for a third time.

The internet first went online in 1969.  The first author to predict that “information overload” would radically change our society was in 1970.  Toffler was right, society did change, and overall those changes have been positive.

Reality Is Broken: A Book Review

March 25, 2011 4 comments

I have never actually done a book review before on this blog, but my previous two blogs I did them all the time.  After reading Reality is Broken, I felt compelled to write a full formal review, as its contents are perfect fodder for this blog.  In fact there is enough here to fill a good half a dozen blog posts, but then why would you need to read the book?  So for now here is a brief introduction to the themes and ideas contained.

Reality is Broken is a new book by first time author Jane McGonigal, a professional game designer.   She starts off quoting economist Edward Castronova, who said “We’re witnessing what amounts to no less than a mass exodus to virtual worlds and online game environments.”, then goes on to quote some amazing stats like, the total amount time spent in World of Warcraft by all players adds up to 5.8 million years, and 500 million people spend at least an hour a day in online games for a total of 3 billion hours a week, and the average child will spend over 10,000 hours playing video games before the age of 21, the same amount of time they spend in school from 5th grade to 12th grade.

While many people react negatively to such huge numbers, considering it a waste of time.  McGonigal insists that it is not enough, that we should have more people playing online gaming.  She believes the world is better off with more gamers.  Being a fan of ideas that defy conventional wisdom (as my last two essays demonstrate), I had to find out more.  I have a hard time figuring out if Reality is Broken is a book about games disguised as a book about social issues, or a book about social issues disguised as a book about games.  I guess if you are librarian trying to figure out where to put the book, this would matter, but for us average readers it does not.

There are basically three themes to this book.  The first is the one that resonates the most for me:  Games make us happy.

The emotional impact of games is something game designers are very interested in, and spend a lot of money researching, so it is no surprise that many modern video games are designed with making players happy.  Consider what I wrote about last week in regards to “finding a purpose” to our lives. The four types of purposes that bring us meaning and lasting happiness:

  • We crave “satisfying work” or being immersed in clearly defined, demanding activities that allow us to see the direct impact of our efforts.
  • We crave the “hope of success”, which is more powerful than the actual success.  We want to be optimistic about our chances for success in our endeavors, and even if we fail, we at least want to improve over time.
  • We crave social connections, share experiences and build bonds with others.  We most often accomplish this by doing things that matter together.
  • We crave meaning, or the chance to be part of something larger than ourselves.  We want to feel curious, awe, and wonder about things that unfold on epic scales.

Now consider these four categories of “purpose” in the context of playing video games.  Almost all games can hit 2 or 3 of those, and the MMORPG can hit all four categories.  From a positive psychologists stand point, gamers are some of the happiest people on the planet.

I know what some of you are thinking.  Is the happiness you get playing in virtual worlds just virtual happiness? frivolous, fleeting and temporary?  No, not according positive psychologists.  Dan Gilbert himself says there is no discernible difference between synthesized happiness and real happiness.

Which leads to the second theme of the book: Gamers are escaping from a broken reality.  McGonigal list 14 ways that gaming worlds are superior to real worlds.  She is not talking specifically about online video games at this point, but many different kinds of games that help us deal with reality.  The majority of the book is about these 14 “Reality Fixes”, and as she goes through each one she discusses two or three different games or gaming systems that encourage these reality fixes.  She discusses dozens of different games, some I am familiar with, some I’d love to play, and some I do not.

Anyone looking into game design should read the book if nothing else than for the various ideas that are likely to come to mind while reading.  I came up with an idea myself while reading, and have gone as far as researching some special programming I would need to do to get it to work.  More on that later, maybe.

And finally the third theme: Games can save the world, and gamers are our best resource to do just that.

Games can, and have been designed to help us focus on real world issues.  McGonigal is a game designer who works primarily on a category of games know as Alternate Reality Games, or ARGs, which are designed to form communities and tackle problems, primarily problems created by the game authors, but they can also tackle real world problems like “peak oil” which I discussed 2 posts ago.   In 2007, McGonigal was part of a design team for an experimental ARG called World Without Oil.  The original 1,900 players from all walks of life did not find any solutions, but came away mostly optimistic that people can come together in a crisis and adjust their lifestyles to fit new realities.  Since then McGonigal has been part of other socially conscious ARGs, and is confident that games like this can one day change the world.  But in order to make these world changing games to work, we need gifted people to play them.  Enter the “gamers”.

She discusses the fact that more than half of the students today spend 10,000 hours playing games before they turn 21.  That by definition, that makes them “virtuosos” at gaming.  The biggest question is what are all these “virtuosos” capable of?  She breaks down 4 qualities that long time gamers possess: 1. Blissful productivity — the understanding that happiness comes from hard work and not from passive activities like watching TV.  2. Urgent optimism — the desire to tackle an obstacle combined with the belief that there is a reasonable hope of success, or desiring the “epic win”.  3. Social fabric — the ability to form tight communities built on trust, like guilds.   4. Epic meaning — the desire to be part of something bigger than themselves, even if that bigger thing may just be fictional.  Notice that these four qualities correspond to the four “categories of purpose” listed above.

McGongal’s goal is to find a way to focus the talents inherent in gamers to tackle the problems the world face today and “fix reality”.

If you are interested in these ideas, but not up to spending $14 on the e-book, you can get a 20 minute summary from her speech at ted.com, or there is also a website realityisbroken.org you can read, or sign up to find out about the latest world changing ARG games.

Is it true?

I have not decided how true the thesis is.   Being a gamer, an amateur game designer, and a participant in ARGs, I at least understand the thesis.  I want to believe the thesis is true, but understanding the worlds problems and finding solutions is unfortunately a fraction of the problem.  Experience is that all new ideas that diverge from the “business as usual” tends to face overwhelming political opposition no matter how good or true they are.  The corporate powers that be seem to think that video games are a form of soma to pacify the masses into complacency, and I am not sure that they are wrong.

At the very least I accept the first theme: Games do make us happy, and I mostly accept the second theme: Games are an escape from reality.  I constantly hear complaints from politicians that video games are too violent and inspire more violence.  The evidence is not there to back that up.  As games have gotten more popular, violent crime has gone down, not up.  Places where sex games are common, like Japan, have actually seen a reduction of sex related crimes.  Maybe sex games should be more popular everywhere.  In these respects games have already changed the world for the better.

But there is another way that games can change the world and it is outlined in my last three blog posts.  From The Energy Situation, I pointed out that we are quickly running out of resources needed to grow the economy.  From Happiness 102 I pointed out that materialism, the driving force behind the running out of resources, does not really bring us happiness anyways.  And finally with Reality is Broken we learn one activity, gaming, can be a real source of happiness.  While gaming is not always a carbon neutral activity, it can be.  Thus gaming is a way to reduce our need for diminishing resources while still making life livable. Oddly, I previously posted this idea before.

But it is important to keep all of this in balance.  McGonigal concludes her book:

Reality is too easy. Reality is depressing. It is unproductive, and hopeless. It is disconnected, and trivial. It’s hard to get into. It’s pointless, unrewarding, lonely, and isolating. It’s hard to swallow. It’s unsustainable. it’s disorganized and divided. It’s stuck in the present.

Reality is all of these things. But in  at least one crucially important way, reality is also better. Reality is our destiny. This is why our single most urgent mission in life is to engage with reality, as fully and as deeply as we can.

That does not mean we can’t play games. It simply means that we have to stop thinking of games as only escapist entertainment.

Good games can play an important role in improving our real quality of life. They support social cooperation and civic participation at very big scales. And they help us lead more sustainable lives and become a more resilient species.

Games don’t distract us from our real lives. they fill our real lives: with positive emotions, positive activity, positive experiences, and positive strengths.

Games aren’t leading us to the downfall of human civilization. They are leading us to its reinvention.

Happiness 102

March 19, 2011 6 comments

Believe it or not, people actually expect to be happy in life, and they even expect this happiness to endure.  Who would ever think that?

:) :) :)

Actually, real lasting happiness is achievable.  It is just a matter of learning where real happiness comes from, and pursuing it.  Conventional wisdom says it comes from money, and owning lots of stuff, and being a big shot at work, and the whole “American Dream” package.   Scientists and researchers in the field of Positive Psychology, will tell you that the conventional wisdom definition of happiness is in fact, full of crap.

About a year ago, I wrote an essay called Happiness 101, which you might want to read and watch the video links if you haven’t already.  I thought I’d follow up on that essay, delving deeper.

In the last essay on happiness, my focus was on what does not make us happy.  Freedom of choice is not a source of happiness, nor is outside acceptance.  Working hard towards achieving something you want will always fail if you don’t actually enjoy the hard work.  Because even if you succeed, it will feel like it wasn’t worth it.

Let me give you another happiness misnomer that I failed to mention last time.  There is no “Secret“, there is no “Law of Attraction“, and there is no “power in positive thinking“, except the power to depress you when you completely fail to “think and grow rich“.  My own attitude on this crap pretty much mirrors Barbara Ehrenreich’s attitude in this RSAnimate video.  All it is is wishful thinking, and most of the people that engage in it, are wishing for the “American Dream” package that is more likely to make them miserable if it happens by some miracle to work.  The secret about “The Secret” is that if it fails you will make yourself miserable, and if it succeeds you will make yourself miserable.

So lets step away from the myth, and take a look at the real science of happiness.

My goal with this essay is to focus on what does make us happy.  I want to start off here where I left off last time: Happiness and hard work.  There are three reasons why people enjoy their work:  1.) They do something fun, 2.) they work in a fun environment, or 3.) they have a miserable home life and work is a temporary escape.  OK, I’m being factitious with that last one, … or am I?

“Meaningful” hard work

Doing something fun for a living does not mean strictly “enjoyable”, it could instead be “meaningful”. In fact it is better if it does, according to researchers:

The relentless pursuit of happiness may be doing us more harm than good.

Some researchers say happiness as people usually think of it—the experience of pleasure or positive feelings—is far less important to physical health than the type of well-being that comes from engaging in meaningful activity. Researchers refer to this latter state as “eudaimonic well-being.”

Happiness research, a field known as “positive psychology,” is exploding. Some of the newest evidence suggests that people who focus on living with a sense of purpose as they age are more likely to remain cognitively intact, have better mental health and even live longer than people who focus on achieving feelings of happiness.

In fact, in some cases, too much focus on feeling happy can actually lead to feeling less happy, researchers say.  The pleasure that comes with, say, a good meal, an entertaining movie or an important win for one’s sports team—a feeling called “hedonic well-being”—tends to be short-term and fleeting.   Raising children, volunteering or going to medical school may be less pleasurable day to day.  But these pursuits give a sense of fulfillment, of being the best one can be, particularly in the long run.  (Is Happiness Overrated?, By Shirley S. Wang, Wall Street Journal March 15, 2011 Link).

Moments of pleasure are temporary, fleeting.  Our constant focus on these moments can actually make us miserable.

Symptoms of depression, paranoia and psychopathology have increased among generations of American college students from 1938 to 2007, according to a statistical review published in 2010 in Clinical Psychology Review. Researchers at San Diego State University who conducted the analysis pointed to increasing cultural emphasis in the U.S. on materialism and status, which emphasize hedonic happiness, and decreasing attention to community and meaning in life, as possible explanations. (ibid.)

Long term happiness, or as the article calls it eudaimonic well-being, requires a pursuit of purpose to focus our lives around something.  Isn’t this what the philosophers and religious figures say?  Losing yourself in the service of others, you will find yourselves.

But does it necessarily have to be service to others?  In order for that service to be of any value, others must accept it.  And yet, as we learned from Happiness 101, seeking the approval of others ultimately leads to misery.  Therefore, the meaningful activity we pursue must ultimately be meaningful to ourselves, whether we get appreciation for it or not.  So maybe the philosophers and religious figures had it backwards.  We cannot lose ourselves, until we find ourselves, until we find our purpose.

Yet, the most meaningful purposes do involve other people.  Humans are social creatures,  doing meaningful work with others who are doing the same meaningful work is the fastest and easiest way to get close to others.  It is not service to others that brings about happiness, it is service with others.

Finding a Purpose

We have been taught all our lives that happiness comes from external stimuli:  money, praise, status, material goods, etc.  The reality is that it does not.  We get temporary joy from obtaining “stuff” but it is always fleeting.  In the long run, we are harming our ability for long term happiness in the pursuit of all of these short term thrills.

What will make true long term happiness is the pursuit of “intrinsic rewards”, happiness that we create ourselves:

  • We crave “satisfying work” or being immersed in clearly defined, demanding activities that allow us to see the direct impact of our efforts.
  • We crave the “hope of success”, which is more powerful than the actual success.  We want to be optimistic about our chances for success in our endeavors, and even if we fail, we at least want to improve over time.
  • We crave social connections, share experiences and build bonds with others.  We most often accomplish this by doing things that matter together.
  • We crave meaning, or the chance to be part of something larger than ourselves.  We want to feel curious, awe, and wonder about things that unfold on epic scales.

The actual details will vary from person to person, but this is what we need to live a happy life, not external material rewards.

Motivating Hard Work

Going back to the reasons people enjoy their work. Lets move on to working in a fun environment.  Once again by “fun” I do not necessarily mean just “enjoyable”, I mean work where you really feel motivated to work.  There are many misgivings about motivation.  The common conception is that money is the driving factor, but as stated above, money is a temporary thrill, but does not make us happy.  In fact, if the work is meaningful in other ways, money does not even motivate us at all.  Let me just point to a video on this topic based on the work by Dan Pink:

RSA Animate – Drive: The Surprising Truth About What Motivates Us

The key point in the video is that there are three factors that lead to better performance and personal satisfaction: Autonomy, Mastery, and Purpose. It is not “more money”, and in fact, contrary to the political right ideology, as long as people are making enough so they do not have to worry about money, monetary rewards do not help motivate at all.

Now we have another conflict between this essay on happiness and the last essay.  In the last essay the  idea of “freedom of choice” can actually have a negative affect on happiness, and yet in this essay we have “autonomy” as being necessary for personal satisfaction.  Aren’t “freedom” and “autonomy” one in the same thing?  Not if you understand how they relate to happiness.  Autonomy is the desire to be self directed, to pursue a goal creatively rather than by a mindless process.  Freedom disrupts our happiness either by not giving us goals to pursue, or giving us too many.

Mastery is our desire to get better at stuff, because it gives us a sense of accomplishment.

We have approached happiness from two different directions and and arrived at the same point.  The first lesson taught us that happiness comes from being comfortable with our place in life, the second lesson teaches us that happiness comes from pursuit of intrinsic rewards, giving ourselves a  purpose,  and pursuing this purpose our own way.

Are these two ideas contradictory?  From an abstract point of view, yes they are.  How can we be comfortable where we are if we have a purposes to pursue?  And yet from a practical point of view, it is very easy to imagine being comfortable with where we are while also pursuing meaningful goals: “comfort” is the foundation for happiness, “purpose” is the destination.

Any questions?  Yeah, you in the front row…

“Um, yeah, I got one, …(ahem)… um, your blog is about gaming and virtual worlds? …so, why all this positive psychology stuff?  What does it have to do with gaming?”

Actually, it has everything to do with gaming, but you will just have to wait for my next lecture to find out why.

The Energy Situation

March 17, 2011 13 comments

I generally don’t like to talk much about the real world on this blog, but I have had an interest in the energy sector for almost as long as my interest in virtual worlds.  I wouldn’t bother, but between the nuclear crisis in Japan, the revolutions happening in oil exporting nations like Libya and Bahrain, and the recent sudden rise (again) of fuel prices, it seems like it is important to say something.

The energy crisis popularly known as “peak oil” has been talked about for decades, but only recently has the International Energy Administration (IEA) come right out and said it is already a reality.  “Crude oil” peaked in 2005, and all liquid fuels (85% of which is oil) will peak in 2012 if it hasn’t already done so in 2008.  Because liquid fuel is necessary for transportation, it means transportation is going to get harder and/or more expensive.

Many will dismiss “peak oil” by saying that there is still plenty of fuel available to go around, which is true.  The problem is not a function of “amount”, it is a problem of “growth”.  Every year there will be less and less fuel available for our economy to use, and because of this the economy is more likely to shrink (enter a recession or worse a new Great Depression) in the near future, and there is nothing anyone from any political party can do about it.

This is probably the most important story the mainstream media is completely failing to talk about.

My simple explanation is in the chart above.  This chart is unscientific (notice the lack of actual values on the x and y axis), it is merely an illustration of what I believe to be our current energy situation.

On the X axis we have cost, and on the Y we have energy production. It seems logical that the best source of energy is in the top left corner of the chart. This is energy of the “and then one day shooting at some food, and up from the ground comes a bubbling crude (oil that is, black gold, texas tea).  Once upon a time oil gushed from the ground, thus requiring no work to obtain it.

Well that oil is gone now, decades ago. So we start moving down, the cheap less productive stuff, and/or to the right, the more expensive but productive stuff, until that is exhausted.  The lighter and lighter colored semi-circles show the progression of our use of energy.  As time goes, we continue to move further and further down and to the right.

The thing is there are limits to how far down and how far to the right we can move.

The hardest limit is the red line at the bottom: EROEI = 1. If it takes more energy to produce the energy it is a waste of time. Lately some conservatives have been passing a stat that America has 10 times the oil that Saudi Arabia has in the form of shale oil. What they do not bother to mention is that to get a barrel of oil out of shale, it would require 2 or 3 barrels of oil worth of energy. That’s an EROEI of 0.3, way below minimum. Another popular “alternative” is Hydrogen. The problem there is that the primary source of hydrogen is water, and as every basic chemistry student knows, the energy needed to unlock hydrogen from water exceeds the amount you can get from the actual hydrogen.  We can create a car that runs on hydrogen, but it will always be more efficient to just get an electric car.

Other limits are it has to be profitable (green line). This line may change as energy prices vary. Sometimes when prices go up, once unprofitable energy sources suddenly become profitable. That is why solar and wind projects are suddenly picking up. They weren’t profitable enough in the cheap oil days.

Then there are capitalization costs (blue line) which represents the  limit lenders and investors are willing to spend on a project. This is the #1 problem with nuclear power. It is not the safety concerns, it is the fact that it takes 30 years to become profitable, when you consider both construction costs and takedown costs, and nuclear plants average around a 40 year life span. To find someone to invest 15 billion dollars with that little amount of profit is extremely difficult, which is why all nuclear plants are government subsidized.

Then there is the last line: costs exceed economic limits (purple line). People are mentioning the possibility of oil reaching $200 a barrel. Oil at that price is economically unsustainable. The share of energy costs in our economy is around 8%. When energy costs exceed that, it cuts into growth. Energy costs kill economic growth. Want proof? 3 out of the last 4 major recessions in the last 40 years were preceded by record energy costs. The exception to the rule was the dotcom bust of 2000.

The worrisome aspect is that our primary sources of new oil, like Canadian oil sand, and deep water drilling, require prices to be around $80 a gallon just to be profitable, which is pushing us over the 8% limit.  The airline industry, which is highly dependent on liquid fuel, loses money when the price goes above $85.

On the chart I point out all the popular answers to our current energy crisis and their approximate position on the production vs cost scale.  As you can see all of these new energy technologies push against at least one of these four limits. We have pretty much exhausted all of the cheap and productive sources of energy.

Our only choice now is renewables. One renewable source, hydroelectric, accounts for almost 20% of our electricity, but unfortunately all the hydroelectric dams that can be built, have already been built.   Geothermal is another renewable source, but it has not been fully exploited yet, accounting for only about 1% of our electricity.  It also runs into the same problem as hydroelectric in that there are limited places where a geothermal plant can succeed. The other renewables: Photovoltaic solar, solar thermal, wave power and wind power, amount to around 1% combined, but growing. We had better start investing quickly, or soon we will have to get by with only 22% of the energy we currently have.

Then there is the transportation problem, 95% of which is done with oil and oil products. Food production requires oil too, a lot of it. When oil prices go up so do food prices. We can find ways to cut back on travel, we can’t cut back on eating.  Transportation is going to have to go electric, and for long distance that means trains on electrified rails, in which the US has none, and which the GOP is opposed to building.  Planes cannot reliably  run on electricity, at least not big passenger jets, so until the solar powered blimp can be scaled up to hold 200 passengers, the airline travel era may soon end.

What I see happening is energy and energy costs driving the US and all other OECD countries into a new Great Depression, this one without any chance for recovery due to lack of resources. The US is the country least prepared to deal with this as we have put all our chips on oil for energy and cars for transport, and suburbs for housing so people have to drive to work.  The $100 a barrel oil will cause another major recession, not that we have even recovered from the last one.

Videos on Peak oil can be found here.   The best website for all energy topics (and the source for most of the above info) http://www.theoildrum.com/

Categories: Media Tags: , ,

Happiness 101

May 15, 2010 4 comments

I learned the secret to life from my cat.  Find a comfortable spot, and enjoy. I think most everyone can agree with this, the problem is that there is often a misunderstanding of what a “comfortable spot” happens to be.  Most people think it is a function of money, and stuff.  They are wrong, and that is why most people are miserable.

I tend to stay away from real life topics in this blog, but I ran across a bunch of related links on the topic of happiness, and thought I’d share. So here are some thoughts on happiness, and why the things we think will make us happy often totally fail to do so. I will back up these thoughts with random entertaining links.

Wax on, wax off, wax on, wax off…

An essay at Cracked.com called How Karate Kid Ruined The Modern World has recently generated some interest.  The theme of Karate Kid, is that anyone can achieve their goals just by wanting it more and working harder than the rest, a theme that fails to resonate in real life.

Without getting into all the reasons why working harder does not get you more,  let me point out one reason: Economic reality.

According to Professor Richard Wolff in his short documentary Capitalism Hits the Fan, the United States ended its 200 year long employment shortage in the 1980s, and inflation adjusted earnings of the middle class has stayed stagnant.  Working harder adds additional costs which lowers net earnings.  Since the 1980s, the American worker has been supplementing income with debt and paying interest.  The result is we are working harder for less, which begs the question:   Why bother?

Socrates says, the greatest knowledge is to “know yourself”.  In defiance of Karate Kid, I think what Socrates meant was: Don’t pretend to be something that you are not.  A corollary would be Don’t give a damn what others think of you.  Had the Karate Kid taken that advice, it would have saved him a hell of a lot of trouble.

That to me is the “comfort spot”: being true to yourself.

You Can’t Rollerskate in a Buffalo Herd

Another random posting that brought all this to mind was an old Roger Miller song which has the opposite philosophy as Karate Kid

You can’t rollerskate in a buffalo herd,
but you can be happy if you’ve a mind to

In other words, you cant always do everything you want to do, but you can’t let obstacles stand in the way of your happiness.

One person that would agree with that would be Dan Gilbert.  This TED video has a lot to say about what really makes us happy.  Our brains are bad at predicting what will make us happy, and as a result we tend to make lousy choices. Things that we think will make us happy, turn out not to be so great.  Similarly, things that we dread, turn out not to be so bad.  Here’s a brief summary.

Happiness is a state of mind that can be achieved independently of our circumstances. So regardless of how bad things get, we can choose to be happy if we put our mind to it.  Knuckle down, buckle down, do it, do it, do it.

Freedom is not a source of happiness

I took a psychology class where I learned about “cognitive dissonance”.  It is a state of trying to hold two conflicting ideas in your head.  One example is choosing between two good things, we will tend to regret our choice regardless of which way we choose.  Inevitably our choice won’t work out completely as expected, and we will want to go back and choose the other good choice.

Knowing that it is natural to regret our choices makes it easier to accept our choice and avoid regret.  Professor Barry Schwartz takes this idea further to conclude that choice itself can make us miserable.

So when life doesn’t go our way, and we find ourselves with limited opportunities, we are actually better off in the long run, even though it may not seem that way.

As the Rolling Stones say:

You can’t always get what you want
But if you try, sometimes, you get what you need.

A final thought

I know what some of you are going to say, “What’s wrong with a little hard work to achieve a goal?”  The answer is: Nothing, if the hard work involved is something you actually enjoy doing.  Why the qualifying “if” statement? As we have learned above, getting what we want will not really make us happy.  Doing something you hate, to gain something you will eventually regret getting, is the exact opposite of happiness. Doing “hard work” you actually enjoy lessens the chances of regret, and gives you a much better sense of accomplishment, even if the rewards are not all that great.

That to me is the “comfort spot”: being true to yourself.

Why Open Sim is the Future Metaverse (and why it is not the present)

April 25, 2010 11 comments

I have been following the Open Sim development for a couple of years now. Some of the latest developments have convinced me that if there is ever going to be a 3D internet, it will be based on Open Sim. I say this knowing that Open Sim currently has a rather low population of participants, low enough that one could question the sanity of such a statement.  Well here is a brief summary of this conclusion.

What is a 3D internet?
A 3D internet is one that is navigable in 3 dimensions rather than two. Instead of websites, you have explorable regions. Instead of 2D text chatting, you have 3D avatar chats.

Why is a 3D internet inevitable?
Sometimes things can be explained easier visually rather than textually, and 3D often gets visual points across better than 2D. For example if you are a photographer with a website, and you want people to see your photographs and find the ones they like best for purchase, the “slideshow” approach is a bad way to do it. After the 4th or 5th click, people start to wonder if it is worth it. Immerse the visitor into a 3D gallery of your photos and people will venture around, allowing them to find the pictures they most like fast.

Hyperlinks in 3D

The thing that got me interested in talking about the 3D web again is the recent development of  “hypergrid” teleporting.  Teleporting from region to region is easy if your start point and end point are on the same grid, but the 2D World Wide Web is built on the ability to move from page to page, where the pages are often on different sites and different hosts.  The development of a 3D web requires the ability to move from grid to grid, and from host to host.

While far from perfect, that obstacle has been resolved.  It is now possible to move from grid to grid without needing to create accounts on every grid or closing your browser.  The picture above is the OSGrid me meeting the Reaction Grid me after clicking on a “hypergrid” link.

It works similarly to the slurl’s in SL except if your destination is on a different grid, your avatar is uploaded to the new grid and your name changes to firstname.lastname @ gridyoucamefrom to prevent conflicting names. It is really cool when it works, but unfortunately a lot can go wrong.  Instructions can be found here, if you want to try it.

Not all hypergrid enabled regions can reach all other hypergrid regions.  Took me about a dozen tried to find a combo that worked.  To get from OSGrid to Reaction Grid, I found a region called Hypergrid Market Middle on OSGrid (a very boring place BTW), then clicked on this link: secondlife://hypergrid.reactiongrid.com:9009

Eventually all the bugs will get ironed out and an independent 3D web will really start to develop.

Why will the 3D Internet be based on Open Sim?
It wont be Second Life.  There are many reasons. First, a 3D internet cannot be controlled by one company.  Second, it is inappropriate for a 3D internet to be under a virtual economy if it is going to be universally adapted.  Thirdly, the designers of Open Sim are moving away from SL’s strict protocols.  Open Sim regions no longer have to be strictly 256m x 256m, they can be larger.  Researchers have managed to put 200 avatars on a single region, and have run up to 40 regions on a single server.  Open Sim offers a flexibility that SL cannot offer.

It wont Be Blue Mars, IMVU or any other current 3D Virtual World. These all do what they do well enough, but they are all designed to be proprietary.  IMVU is strictly a chat program in 3D, Blue Mars is a gaming platform.

The only real open flexible 3D platform that could be competitive is  OpenCobalt.  It interfaces with Google protocols allowing Sketchup KMZ files used in Google Earth, allowing import of the huge library of 3D objects in Google’s database, as well as in the OBJ format.  This is stuff OpenSim still can not do.  My knowledge of OpenCobalt is small, but there are three reasons why OpenSim will win: 1. it is already proven scalable technology, 2. More developers are working on Open Sim than OpenCobalt, 3. It is a lot easier to add KMZ and OBJ support to OpenSim than it is to add the OpenSim scalable multi-region stuff to OpenCobalt.

Of course, something designed from scratch could be better than OpenSim, but it would take years to develop, and OpenSim has a huge head start.  Network protocols could be designed to replace TCP/IP as well, but would never be implemented because TCP/IP is too well entrenched.  I believe we have reached a point where we are stuck with OpenSim.  Improving the platform is easier than rewriting it.

If OpenSim is the future, why is it not more popular now?
This is a very valid question.  SL has more than three times as many regions (32,000) as all of the OpenSim Grids combined (10,500).  The OpenSim grids are growing at a rate of 10% a month so far this year, while SL has only grown 1.4%.  That’s the best stat comparison.

SL has more than 500 times the number of accounts as OpenSim, and over 100 times the number of active players.  At any given time, about 60 to 70% of all regions in SL are uninhabited. In OpenSim, that percent is closer to 99%.  OpenSims one advantage is cost.  It costs 10 times as much to get a dedicated region in SL as it does to get one on OSGrid, but your SL region is 100 times more likely to get visitors than in OS, so if you want visitors, the premium is probably worth it.

Why the horrible stats?  I like to think of the 2D internet as it existed 20 years ago.  SL is AOL, and the WWW is a couple of years away.  The people who were on the web at that time were students, researchers, hobbyists, some businesses and governments.  So who are the few people on OpenSim?  students, researchers, hobbyists, some businesses and governments.

When it became obvious that the open WWW was superior to AOL, everyone flocked to WWW.  I’m hopeful that history will repeat again with OS and SL.  On the other hand, maybe it is more accurate to think of SL as “Windows” and OS as “Linux”, and OS will be forever stuck as a niche platform despite its parity.

“New Era” of Second Life: Role Play Getting Screwed!

April 6, 2010 5 comments

It seems every few months, I write yet another post about how SL is going in the wrong direction.  Here I am again.

In the last few weeks, Linden Labs has released a new “SL 2.0″ viewer,  has introduced new welcome centers, new starter avatars, a new 3rd party viewer policy that essentially has killed all third party viewer development, and new terms of service designed to protect LL liability from merchants that use the service.

I’m generally OK with the changes making SL easier to use, especially for new players (it’s about time!).  The client changes are a mixed bag, the new client looks better, but many useful tools are buried deep in the menus and are hard to find.  There are serious bugs that still need to be addressed as well.

The other changes I am not OK with. Yes, Linden Labs has the right to allow or disallow third party viewers as it sees fit, and has the right to change the rules of use as it sees fit.  That does not mean it should.

I will not go into details about these changes, plenty has been written about them elsewhere.  My concern is with the overall pattern of change.  They are not changing the technology in any way to protect merchants from theft, meaning theft will continue, by those who do not care about the rules.  Instead, they are making it more difficult for us rule abiding players from doing what we want to do with the service.

I see what is going on as a conflict of three visions:

1. The Merchant Vision: “We want SL to have strict submission rules and built in protection for our merchandise.”

2. The Linden Vision: “We want SL to be a 3D Facebook with tens of millions players.”

3. The Artisan/Role Play Vision: “We want Our World, Our Imagination back, we want a place to play and have fun the way we want.”

I’m one of the people in the third category.

On the Merchant Vision: Rules that go in place to protect merchants from thieves also restrict those of us that are not thieves from doing what we want.  Among the artisan/role player class, there is a general “liberal” share and share alike, take what you need and do what you will attitude.  We are artists who create for fun, not profit.  We want an environment to play in and we are willing to pay for it or create it ourselves, but worrying about the origin of textures, who created what prim etc, and what permissions are in place just distracts from the fun.  Its all an unnecessary burden on the players.

On the Linden Vision: As Linden Labs reaches out to the more “mainstream” audience that come in from places like Facebook, the more trouble they will cause all the goreans, furbies, nekos, age players, gender benders, cos players, and everyone else the mainstream doesn’t “get”.  Misunderstanding leads to unnecessary drama.

Role Players built Second Life.  Yet, every change LL has made in the last two or three years has had at least a small negative effect on the RP community.

I still love Second Life, but I no longer see a future for me there.  The “cutting edginess” has dulled.  It is still a gold mine of virtual places, that I will continue to explore, but my metaverse interests are moving elsewhere.

That elsewhere is OpenSim, a small but growing community on the frontiers of the metaverse that welcomes the “liberal” artisan/role players.

And, that is the topic of my next few posts…  (to be continued)

Have We Lost the Second Life Vision?

November 7, 2009 2 comments

slvision

Three other blog posts generated a fair amount of feedback over at SL Universe this week.  First was a protest over in world copying promoted by the Shopping Cart Disco blog.  Second was an article at the Pixels and Policy blog about how real life gender affects second life play. Third was a proposal by Hamlet Au at NWN about integrating Facebook and Second Life in an effort to get more players into SL.

My response to all three was decidedly negative.  Even though these three separate issues have little to do with one another, they all deny the whole vision and purpose of Second Life as if they are a part of a concerted effort to turn SL into something it is not.  Have we lost the vision of what SL is supposed to be?

The bulk of my venom is over the second and third posts, but I should begin and end with the first.  I did not participate in any protests over copyright issues.  Not that I am opposed to copyright protection or removing counterfeit goods, or punishing those that violate copyright in world.  I am opposed to changing the rules of SL to accommodate copyright protection.  I have explained why in previous posts.

Every now and then we get an article about how people play avatars that are nothing like who they really are. Men pretending to be women, women pretending to be men, adults pretending to be children, children pretending to be adult, humans pretending to be animals, animals pretending to be human.  You get the picture.

My response is always: That is why it is called SECOND Life. Yes, there are fake people in SL. In fact the vast majority of players look nothing like their avatars in RL, whether it being a few inches taller, or 20 pounds lighter, all the way to playing fantasy alien species.

The truth is there are plenty of fake people in real life as well, the fake people in Second Life are a much more interesting fake.  In real life we pretend to be something other than ourselves, because societal norms tell us we should.  In Second Life what we pretend to be is a personal choice, a creative representation we choose to project.

As I have pointed out before, there is a large part of the general population that doesn’t get this.  They believe that our online persona should be real, that the virtual world should mirror the real world, they are offended by even the idea of “role play”, and they are likely to show up more often in social networks like Facebook.

I did finally get a Facebook account and use it to talk to family and old friends.  I don’t bother with all the other crazy stuff that goes on there like Mafia Wars and Farmville.  So yes I understand that SL’ers may be ok with social networks.

I’m not so sure a typical Facebook user would be that interested in Second Life.  Advertising SL or integrating Facebook in SL will not work.  The TOS policies in FB are decidedly anti role play, and they will occasionally suspend accounts of people using fake names or 3D rendered profile pictures.

Bringing in the Facebook crowd means bringing in the kind of players that reports people wearing child avatars for being under age; that think it is cool to “out” the gender benders; that take offense at furbys and goreans and nekos; the type of people that don’t understand “role play” and generally cause problems for those that do.

These kind of players don’t last long in SL anyways. If SL wants to attract future loyal players, they need to hit sci-fi and comic conventions, SCA and Renaissance fairs, war reenactors, and other places likely to attract the role playing types. I’ve met lots of SL players who are into all of this stuff IRL as well.

Second Life is a world designed and built for role players of all types. That is what it has always been and needs to remain.  Concerning yourself with real life identities is a waste of time.  Trying to “mainstream” Second Life is counter productive and wont work.

Linden Labs needs to stop marketing Second Life as a place to make money, especially since only about 2-3% actually do. They also need to stop marketing as a social chat environment as there are dozens of better places to chat.  It is far more effective, I believe, if SL were marketed as a fantasy mecca, as a place to create your world. Its what those misleading ads for Evony and IMVU do, and they have attracted millions of players.

Which brings us full circle to those concerned with copyrights and stuff.  SL was not designed to protect copyright. Many real life 3D artists don’t bother with SL for that reason.  I figured this out a long time ago myself. If you release something cool in SL, it will get copied and stolen, and spread around.  Somehow this idea that SL is a place to make money has caught on and has turned into an entitlement, they are demanding that the Lindens protect their investment with draconian rules to limit play for non-paying players, or to limit what can be uploaded and by who.

From a role play perspective this whole thing is silly anyways.  I build my character, make or buy clothing, make or buy housing and enjoy the world.  If I want to play the role of “fashion designer”, I design avatar clothing, and have fun doing it, and if I make money too, great!  It means I can play the role of successful fashion designer.  If others are making cheap knock-offs of my product line, well that’s the life of the virtual fashion designer.

Worrying about what others are doing with your stuff just leads to stress and burnout.  Aside from filling out the occasional DMCA ticket, people shouldn’t waste their time over it.  This is all antithetical to the whole spirit of Second Life.  SL was designed as a fun diversion, a fantasy escape, with as much freedom as possible, not a big business platform that needs to be scrutinized and regulated.

With the recent departure of some key players, Second Life seems to be at another crossroad point. In these times, there is always this serious risk that things could change enough to destroy what has been built.

It is time to remind people of what the whole purpose really is.

Provocative Readings on SL

May 29, 2009 Leave a comment

In lieu of a real original post (taking a short break), here are some other blog posts and form topics worth a look see.

Second Life Killer Apps and Weak Ties by Grace McDunnough

A good analysis of why Second Life has failed to reach “Killer App” status as “promised” by Linden Labs CEO M Linden (Mark Kingdon). M Linden responds to this post himself (see comment #10)

Second Life vs. Open Sim by Zonja Capalini

Thoroughly notated long post about the experience of moving from Second Life to Open Sim, including the reasons why and the advantages and pitfalls. This post is a first hand account of a move I believe a lot of people and companies will be making soon.

Symbolism and Second Life Forum thread at SL Universe.

A thoughtful philosophical discussion about how we experience Second Life. In the real world, we run into symbolism on a daily basis that partly defines our reality. The symbols themselves are immaterial just as cyberspace is immaterial. The “real” experience of Second Life is in the symbolic representations of the people, places, and things. Good discussion.

Is the Party Over in SL?

March 18, 2009 4 comments

Second Life is falling off the mainstream radar, ironically Linden Labs is making a potentially hazardous move to try to become more mainstream. I have to ask: Is the party over in SL?

SL’s Declining coverage

I am noticing a major shift in the attention that Second Life has been getting lately. Mainly it is getting a lot less of it.  I have an RSS aggregator dedicated to SL which pulls stories from the biggest and best SL outlets I can find.

I used to feature Reuters, they dropped covering SL. Same with Wired. Electric Sheep Company seems to be pulling out of SL and blogging less. I yanked them all.

Of the ones that are left, they are still covering SL, but at a reduced rate. Former Second Life Herald, now Alphaville Herald (thanks to trademark enforcement) is shifting to Metaplace and other VW coverage. Massively, a site dedicated to all online gaming that bought up SLNN for more SL coverage, still has the occasional SL story, but only when there is some interesting development. They no longer seek out the stories themselves. Of the other blogs I list, only New World Notes continues to blog regularly. To keep the aggregator busy I added Koinup popular places and the Second Life Bloggers group at ning.com.

Mainstream press in general no longer seems that much interested. Part of me suspects that when SL was being judged by the number of accounts, the tens of millions generated some interest. Now that the “active” account number seems to hover around 500,000 and hasn’t grown much in nearly two years, its considered old news.

A couple of years ago the announcement to section off a continent for “adult content” would have gotten a few mentions in the mainstream press. Today nary a blip. The last SL story to get mainstream press coverage was last November’s headline of a real world divorce over the husbands SL “cybering” with another player. It was a strange human interest story, but that kind of thing happens a lot more often than you think. That story reinforced SL’s reputation as a “cyber sex” haven. The recent “adult content” announcement was an attempt to lessen that reputation.

“Adult Content” Continent

As  I have said before, the age verification is a game changer. There has been quite a confusing discussion about what exactly counts as “adult content” and many players are upset that Linden Labs is engaging in censorship.

What LL is proposing is a new mainland continent where adult content will be allowed reachable only by acconts that have been age verified or that have used a credit card for billing. The general consensus is this will be a “ghetto” continent, which could eventually be closed completely if LL decides it is necessary.

Personally I have a suspicion that this may backfire completely on every level. First of all, you are going to lose some of the 500,000 active players who no longer want to have anything to do with SL, best case is that they are replaced with new active players not looking for adult content.

But from my perspective, there are unforeseen benefits to this island. Adding verification for admittance means there will be no “kids” on this island, no “alts” or “alt griefing”, the vast majority of people allowed will be paying customers with lindens to spend, few “noobs”, few free accounts = no lag due to “camping”, and no one complaining about the content there, because everyone goes in knowing what to expect.

No doubt the immediate focus of this continent will be on the adult content, but these other ancillary benefits may actually drive more really active players there, possibly making the adult continent more popular than any other continent, possibly making the rest of SL the “ghetto”. A recent NWN post agrees with my assessment.

If Linden Labs sets the adult content bar real low (like no nudity) and strictly enforce it, this will almost certainly be the outcome. If this does occur SL’s reputation may continue to sour. New players will find new obstacles to the “good content”, ultimately driving a wedge into the community as a whole.

On the other hand, If they set the bar real high (like no XXX porn anything less is OK) and don’t enforce it much, it will change SL not at all and then LL can tell anyone interested that they are doing “something” about it without really doing anything.  The new adult only continent really will become a “ghetto” no one wants to go to.  Unfortunately, lax enforcement will lead to more player complaints ultimately driving a wedge into the community as a whole anyways.

Either way the community loses. Linden Labs has put themselves in a tough position that will affect every player one way or another.

Based on interviews at NWN and reports from the SL forums, there is lots of contradictory info coming out of LL’s offices. If they hope to have these policies in place by the end of summer, they got a lot of work ahead.

A divided community is an unhappy community, opening the door to the next cool thing taking away LL’s business. The party in SL will truly be over, moved to another venue.

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