speaking of dreams... I dreamed the neologism "consumerasm" -- as in "curb your consumerasm." Rhymes with orgasm, chasm, enthusiasm, spasm, iconoclasm and sarcasm.
I searched it on google this morning and found only two apparently deliberate uses of the spelling. The others looked like typos. It seems to me to be a necessary word, distinct from the rational, value-conscious consumer-ism of a Ralph Nader or Consumer Reports. *Consumer-asm*, by contrast, is spasmodic, enthusiastic, phantasmagorical and perhaps even a bit sarcastic. On Mon, Aug 9, 2010 at 5:46 PM, Michael Gurstein <[email protected]> wrote: > The future as MMORPG (okay all you gloomy puss's if it isn't an MMORPG what > will it be... > > M > > -----Original Message----- > From: [email protected] > [mailto:[email protected]] On Behalf Of Santosh Kumar > Sent: Wednesday, July 28, 2010 10:38 PM > To: [email protected] > Subject: [Air-L] Visions of the Gamepocalypse (Jesse Schell SALT talk) > > > *Jesse Schell (Author of The art of game design > http://artofgamedesign.com/) gave a talk as part of their seminars about > long term thinking (SALT) http://www.longnow.org/seminars/ . Stewart brand > wrote the transcript. It turns out that our future is constant play, and we > may well be passing our WOW avatars on to our children and grandchildren. > How’s that for a heirloom? > * > *-----------------------------* > In a glee-filled evening, Schell declared that games and real life are > reaching out to each other with such force that we might come to a condition > of "gamepocalypse---where every second of your life you're playing a game in > some way. He expects smart toothbrushes and buses that give us > good-behavior points, and eye-tracking sensors that reward us for noticing > ads, and subtle tests that confirm whether product placement in our dreams > has worked. > > The reason games are so inviting is that they offer: clear feedback, a sense > of progress, the possibility of success, mental and physical exercise, a > chance to satisfy curiousity, a chance to solve problems, and a great > feeling of freedom. > > Accelerating technology has made some people give up on predicting the > future, Schell said, but in fact it should make us much better predictors, > because we get so much practice in finding out so quickly whether our > predictions are right or wrong. He feels confident in predicting a number > of driving forces that will make games subsume all other media and occupy > ever more of real life. They are: > > * Nooks & crannies---new niches for games in people's time, in specialty > groups, in various world cultures. > > * Microtransactions---which will really take off when they blend with social > networking. > > * New sensors---tilty smart phones are a glimpse of what disposable sensors > everywhere might bring. > > * New screens---live displays on everything. > > * REM-tainment---lucid dreams as a play field. > > * AdverGaming---commercialization money drives powerful innovation. > > * Beauty---everything is getting goreous. > > * Customization---you can already get personalized M&Ms. > > * Eye and face tracking---universal face recognition is coming, and so is > having your avatar reflect your real-face expressions. > > * The curious will win---games so reward curiosity and fast learning that > the incurious will be left behind. > > * Authenticity---"real" constantly pushes toward* real*. > > * Social networking---Facebook! > > * Transmedia worlds---Pokémon showed the way, embracing a game, TV, cards, > and toys. > > * Speech recognition---soon you will have to persuade a computer charactor > to do something. > > * Geotracking---the real world becomes the screen. > > * Sharing---Wikipedia showed its power. > > * Quantitative design---detailed real-time analysis of what works in games > drives exquisite adaptation. > > * Extrinsic rewards---gold stars everywhere, but Schell recommends the > book*Punished by Rewards and believes that intrinsic rewards are better to > promote because they last. > > * Whole life tracking---the endpoint is immersion. Hopefully in what James > Carse calls "the infinite game"---where the point is not in winning but in > always improving the game. > > Asked in the Q&A about short versus long games, Schell noted that massive > multiplayer games have such scale and scope and offer such endless new goals > and progress along with their social intensity that World of Warcraft now > has 10 million players. We may well be passing our avatars on to our > children and grandchildren. > > --Stewart Brand > > -- > > > > Stewart Brand -- [email protected] > > The Long Now Foundation - http://www.longnow.org > Seminars & downloads: http://www.longnow.org/projects/seminars/ > _______________________________________________ > The [email protected] mailing list > is provided by the Association of Internet Researchers http://aoir.org > Subscribe, change options or unsubscribe at: > http://listserv.aoir.org/listinfo.cgi/air-l-aoir.org > > Join the Association of Internet Researchers: http://www.aoir.org/ > > > _______________________________________________ > Futurework mailing list > [email protected] > https://lists.uwaterloo.ca/mailman/listinfo/futurework > -- Sandwichman _______________________________________________ Futurework mailing list [email protected] https://lists.uwaterloo.ca/mailman/listinfo/futurework
