I ponder nothing. Endlessly. Nothing in the intangible sense – the increasing dominance of things without physical form in society and economy. Nothing in the sceptical nihilistic sense – the “meaninglessness of existence”. Even the nothing inherent in the stupidity required for cleverness.
Nothing isn’t new. The problem baffled thinkers for much of the 20th century. In the 21st we may finally be being overwhelmed by it. Possibly without realising. How society resolves a potentially uncomfortable relationship with nothing is important. And intriguing. It’s possibly the most difficult problem to resolve, yet underpins many contemporary issues.
This article introduces 3 approaches to resolving nothing. They are an attempt to summarise various different articles I’ve written over the past year. Broadly:
- Tangible Renaissance: Physical representations of nothing. Idols to communicate abstract values. Belief in certainty.
- Virtual Illusion: Virtual consumerism. An economy base on nothing, happily sustained in the denial of the meaninglessness. Belief in who cares?
- Post-Existential Skepticism: Understanding built from nothing. Presumption of illusion. Belief in uncertainty.
This text is poorly researched, incomplete, and, well, uncertain. But it might be an interesting summary of the extent of my current confusion. This is written from a Western, especially British-American perspective. Keep these quotes in mind: Continue reading “Thoughts on the Resolution of Nothing”
I’ve been looking up at the sky again. Late evening shades of grey and red and purple and… If I continue I might end up resampling The Orb, resampling Rickie Lee Jones.
There was one oddity. A whisp of cloud still catching the full blast of the set sun. Like a giant flaming cauldron at 10,000 feet. Like reasurance that the cloud could be seen differently from different perspectives. Like a reminder of the transient yet unchanging nature of nature: The sky doesn’t change. But with time, our observations and understanding of the sky do change. “What were the skies like when you were young?” is not such a strange question. Continue reading “Little Fluffy Clouds”
‘Blogosphere luminary, Larísa, thinks I’m smart. In capitals, because the word itself evidently lacks sufficient emphasis. Her implication, that this is a good thing.
Yet it’s driving me mad.
This article tries to explain why. It defines aspects of intelligence as difference from average, and then quantifies this as degrees of shared reality. The article provides a model where genius and stupidity are almost identical, where the closer someone is to the join, the closer they come to insanity – the “reality of one”.
It explains why wider human society continues to believe extremes of intelligence can be a positive attribute, in spite of the social disconnection associated with this. The article shows how perception-based, consumerist social structures have built reward structures upon this delusion. The nature of illusion is then considered, with particular reference to aesthetics, and the role of empathy in maintaining illusion among humans.
The article lastly introduces the concept of social gravity – the tendency of humans to the same – and then challenges the idea that everyone should be dragged back towards that single point of gravity: Rather, by maintaining multiple illusions, a social structure emerges where multiple extremes of difference can be maintained, while still averaging to the same.
Like some of my more abstract writing, this isn’t terribly well researched. Equally, the topic so broad, it isn’t practical to consider every counter-argument or divergence of thought within the text, and still maintain some form of readability. It may be helpful to first read Michael Gazzaniga’s Science of Mind Constraining Matter, which provides the rationale for some of the statements made in this article. Continue reading “Difference and the Same”
World of Warcraft’s seasonal holiday events temporarily reduce player interest in fishing. It’s always been the case, but the decline in fishing seems to be becoming more extreme over time:
The graph’s y-axis is the percentage decline in page views at El’s Extreme Anglin’ from the 7 days before each event, to the first 7 days of the event. Pageviews are a good proxy for overall angler interest. El generates hundreds of thousands of page views each week, so even small changes are significant. The x-axis orders events by date, from January 2008. The axis isn’t scaled correctly to show time, but holidays are fairly evenly distributed throughout the year. Events are shown by green dots, with a shortened date (month and year) and the name of the event.
The data is expressed as a percentage of the previous week, because while interest in fishing “waxes and wains” from year-to-year, changes week-to-week are normally minor.
All the events included last at least 7 days. Where one holiday runs concurrently with another event (for example, the “Lunar Festival” and “Love is in the Air” often clash), only the first event in the sequence is included. Interest in fishing also changes dramatically in the month new content is added, so events that clash with major fishing patches have been excluded (Noblegarden 2008 with patch 2.4, Hallow’s End 2008 with patch 3.0.2, and Noblegarden/Children’s Week 2009 with patch 3.1). Winter Veil is also excluded: The period leading to Christmas is particularly unusual – first students stop studying and have a lot of time to play, and then many players stop playing to spend time with family. This causes large changes in activity from week-to-week, which makes it hard to isolate Winter Veil in the data.
Only 12 separate sets of data can be compared. There is one out-lier – Midsummer 2008 – perhaps the early stages of Wrath of the Lich King testing may have caused a small traffic spike in the week before? The pattern shown on the graph is not certain. But I’m growing confident that events are increasingly impacting on fishing activity.
But why? Continue reading “Nation of Adoration”
In 2007 I wrote some introductory Thoughts on a Socio-Economic Environment based on Nothing. This article continues to explore the value of things in a highly intangible, knowledge-based economy. It wanders through internet-based payment systems, economic structure, role of government, organisation of information, community, and society, before disappearing into the realms of philosophy. It contains no answers, but may prove thought-provoking. Continue reading “Valuing Nothing”
This article examines the sociological implications of the different reward systems used in virtual worlds.
The original WeeWorld article attracted a lot of feedback from WeeWorld’s users. One common question was, why do we have to pay for points? Or even, “WHY DOWE HAVE TO PAY FOR POINTS!!!!”
- WeeWorld has 2 kinds of points: Gold points we buy with Dollars (“monetary rewards”), and green points we earn by doing things in the world (“achievement rewards”).
- Gold points can buy more things in WeeWorld than green points. So the things we want most, tend to be bought with gold points. In other worlds, achievement rewards (like green points) are more important.
- The things we want are things that not everyone has. We want those things because it helps us make friends. To stop everyone having them, those things cost points. If those things were free, everyone could have them, and then we wouldn’t want them.
- Gold points are bought with our parents’ money. So some of our friends have less points, because their parents don’t have as much money. We may want to help them by giving them some of our points. That helps us keep friends.
- Unfortunately, in WeeWorld, gold points cannot be easily shared. So WeeMees with lots of things tend to have those things because their parents’ have lots of money to buy them. This is “unfair”.
- In other worlds it is easier to earn achievement rewards (like green points). This means we could earn our own rewards, instead of our parents earning them for us. But those rewards cannot be shared. That means we cannot help our friends who have fewer rewards. That might also become “unfair”.
- Perhaps gold points would work better if we could share them, and we could earn gold points ourselves?
That’s the simple answer. With apologies for “we” and “our”. This article explains and expands those ideas. Continue reading “Paying for Points”
If we could eliminate transportation from our daily lives, would we want to? Or do we still need to travel, even if we have nowhere to go?
This article explores the desire to travel – to make economically irrational transport journeys. It ponders the apparently unnecessary role of travel in virtual worlds. It considers how travel contributes to immersion within the world, and how such travel can be substituted. Finally, the article addresses some of the difficulties in bringing lessons from the virtual back into the physical world. Continue reading “Why We Travel”