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/
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-- 
Sandwichman

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