Thursday, January 20, 2011

Gaming #Jan2011

Jane McGonigal: Gaming can make a better world
Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems? Jane McGonigal says we can, and explains how.

Reality is broken, says Jane McGonigal, and we need to make it work more like a game. Her work shows us how. Full bio and more links




I'm Jane McGonigal. I'm a game designer. I've been making games online now for 10 years. And my goal for the next decade is to try to make it as easy to save the world in real life as it is to save the world in online games. Now, I have a plan for this, and it entails convincing more people, including all of you, to spend more time playing bigger and better games.

Right now we spend three billion hours a week playing online games. Some of you might be thinking, "That's a lot of time to spend playing games." Maybe too much time, considering how many urgent problems we have to solve in the real world. But actually, according to my research, at The Institute For The Future, it's actually the opposite is true. Three billion hours a week is not nearly enough game play to solve the world's most urgent problems.

In fact, I believe that if we want to survive the next century on this planet, we need to increase that total dramatically. I've calculated the total we need at 21 billion hours of game play every week. So, that's probably a bit of a counterintuitive idea, so, I'll say it again, let it sink in. If we want to solve problems like hunger, poverty, climate change, global conflict, obesity, I believe that we need to aspire to play games online for at least 21 billion hours a week, by the end of the next decade. (Laughter) No. I'm serious. I am.

Here's why. This picture pretty much sums up why I think games are so essential to the future survival of the human species. (Laughter) Truly. This is a portrait by a photographer named Phil Toledano. He wanted to capture the emotion of gaming. So, he set up a camera in front of gamers while they were playing. And this is a classic gaming emotion. Now, if you're not a gamer you might miss some of the nuance in this photo. You probably see the sense of urgency, a little bit of fear, but intense concentration, deep deep focus on tackling a really difficult problem.

If you are a gamer, you will notice a few nuances here, the crinkle of the eyes up, and around the mouth is a sign of optimism. And the eyebrows up is surprise. This is a gamer who is on the verge of something called an epic win. (Laughter) Oh, you've heard of that. Okay. Good. So we have some gamers among us. An epic win is an outcome that is so extraordinarily positive you had no idea it was even possible until you achieved it. It was almost beyond the threshold of imagination. And when you get there you are shocked to discover what you are truly capable of. That is an epic win. This is a gamer on the verge of an epic win. And this is the face that we need to see on millions of problem-solvers all over the world as we try to tackle the obstacles of the next century. The face of someone who, against all odds is on the verge of an epic win.

Now, unfortunately this is more of the face that we see in everyday life now as we try to tackle urgent problems. This is what I call the "I'm Not Good At Life" face. And this is actually me making it. Can you see? Yes. Good. This is actually me making the "I'm Not Good At Life" face. This is a piece of graffiti in my old neighborhood in Berkeley, California, where I did my PhD on why we're better in games than we are in real life. And this is a problem that a lot of gamers have. We feel that we are not as good in reality as we are in games.

And I don't mean just good as in successful, although that's part of it. We do achieve more in game worlds. But I also but I also mean good as in motivated to do something that matters, inspired to collaborate and to cooperate. And when we're in game worlds I believe that many of us become the best version of ourselves, the most likely to help at a moment's notice, the most likely to stick with a problem as long at it takes, to get up after failure and try again. And in real life, when we face failure, when we confront obstacles, we often don't feel that way. We feel overcome. We feel overwhelmed. We feel anxious, maybe depressed, frustrated or cynical. We never have those feelings when we're playing games, they just don't exist in games. So, that's what I wanted to study when I was a graduate student.

What about games makes it impossible to feel that we can't achieve everything? How can we take those feelings from games and apply them to real-world work? So, I looked at games like World of Warcraft, which is really the ideal collaborative problem solving environment. And I started to notice a few things that make epic wins so possible in online worlds.

So, the first thing is, whenever you show up in one of these online games especially in World of Warcraft, there are lots and lots of different characters who are willing to trust you with a world-saving mission, right away. But not just any mission, it's a mission that is perfectly matched with your current level in the game. Right? So, you can do it. They never give you a challenge that you can't achieve. But it is on the verge of what you're capable of. So, you have to try hard. But there is no unemployment in World of Warcraft. There is no sitting around wringing your hands. There is always something specific and important to be done. And there are also tons of collaborators. Everywhere you go, hundreds of thousands of people ready to work with you to achieve your epic mission.

It's not something that we have in real life that easily, this sense that at our fingertips are tons of collaborators. And also there is this epic story, this inspiring story of why we're there, and what we're doing. And then we get all this positive feedback. You guys have heard of leveling up and plus-one strength, and plus-one intelligence. We don't get that kind of constant feedback in real life. When I get off this stage I'm not going to have plus-one speaking, and plus-one crazy idea, plus-20 crazy idea. I don't get that feedback in real life.

Now, the problem with collaborative online environments like World of Warcraft is that it's so satisfying to be on the verge of an epic win all the time, that we decide to spend all our time in these game worlds. It's just better than reality. So, so far, collectively all the World of Warcraft gamers have spent 5.93 million years solving the virtual problems of Azeroth. Now, that's not necessarily a bad thing. It might sound like it's a bad thing. But to put that in context: 5.93 million years ago was when our earliest primate human ancestors stood up. That was the first upright primate.

Okay, so when we talk about how much time we're currently investing in playing games, the only way it makes sense to even think about it, is to talk about time at the magnitude of human evolution, which is an extraordinary thing. But it's also apt. Because it turns out that by spending all this time playing games, we are actually changing what we are capable of as human beings. We are evolving to be a more collaborative and hearty species. This is true. I believe this.

So, consider this really interesting statistic. It was recently published by a researcher at Carnegie Mellon University. The average young person today in a country with a strong gamer culture will have spent 10,000 hours playing online games, by the age of 21. Now 10,000 hours is a really interesting number for two reasons. First of all, for children in the United States 10,080 hours is the exact amount of time you will spend in school from fifth grade to high school graduation if you have perfect attendance.

So, we have an entire parallel track of education going on where young people are learning as much about what it takes to be a good gamer as they are learning about everything else in school. And some of you have probably read Malcom Gladwell's new book Outliers. So, you would have heard of his theory of success, the 10,000 hour theory of success. It's based on this great cognitive science research that if we can master 10,000 hours at effortful study, at anything by the age of 21, we will be virtuosos at it. We will be as good at whatever we do as the greatest people in the world. And so, now what we're looking at is an entire generation of young people who are virtuoso gamers.

So, the big question is, "What exactly are gamers getting so good at?" Because if we could figure that out we would have a virtually unprecedented human resource on our hands. This is how many people we now have in the world who spend at least an hour a day playing online games. These are our virtuoso gamers. 500 million people who are extraordinarily good at something. And in the next decade we're going to have another billion gamers who are extraordinarily good at whatever that is. If you don't know it already, this is coming. The game industry is developing consoles that are low energy and that work with the wireless phone networks instead of broadband Internet so that gamers all over the world, particularly in India, China, Brazil, can get online. They expect one billion more gamers in the next decade. It will bring us up to 1.5 billion gamers.

So, I've started to think about what these games are making us virtuosos at. Here are the four things I came up with. The first is urgent optimism. Okay. Think of this as extreme self-motivation. Urgent optimism is the desire to act immediately to tackle an obstacle, combined with the belief that we have a reasonable hope of success. Gamers always believe that an epic win is possible, and that it is always worth trying, and trying now. Gamers don't sit around. Gamers are virtuosos at weaving a tight social fabric. There is a lot of interesting research that shows that we like people better after we play a game with them, even if they've beaten us badly. And the reason is, it takes a lot of trust to play a game with someone. We trust that they will spend their time with us, that they will play by the same rules, value the same goal, they'll stay with the game until it's over.

And so, playing a game together actually builds up bonds and trust and cooperation. And we actually build stronger social relationships as a result. Blissful productivity. I love it. You know there is a reason why the average World of Warcraft gamer plays for 22 hours a week, kind of a half-time job. It's because we know, when we're playing a game, that we're actually happier working hard, than we are relaxing, or hanging out. We know that we are optimized, as human beings, to do hard meaningful work. And gamers are willing to work hard all the time, if they're given the right work.

Finally, epic meaning. Gamers love to be attached to awe-inspiring missions to human planetary-scale stories. So, just one bit of trivia that helps put that into perspective. So, you all know Wikipedia, biggest wiki in the world. Second biggest wiki, in the world, with nearly 80,000 articles is the World of Warcraft wiki. Five million people use it every month. They have compiled more information about World of Warcraft on the Internet than any other topic covered on any other wiki in the world. They are building an epic story. They are building an epic knowledge resource about the World of Warcraft.

Okay, so these are four superpowers that add up to one thing. Gamers are super-empowered hopeful individuals. These are people who believe that they are individually capable of changing the world. And the only problem is that they believe that they are capable of changing virtual worlds and not the real world. That's the problem that I'm trying to solve.

There is an economist named Edward Castronova. His work is brilliant. He looks at why people are investing so much time and energy and money, in online worlds. And he says, "We're witnessing what amounts to no less than a mass exodus to virtual worlds and online game environments." And he's an economist. So, he's rational. And he says ... (Laughter) Not like me -- I'm a game designer; I'm exuberant. But he says, that this makes perfect sense, because gamers can achieve more in online worlds than they can in real life. They can have stronger social relationships in games than they can have in real life. They get better feedback and feel more rewarded in games than they do in real life. So, he says for now it makes perfect sense for gamers to spend more time in virtual worlds than the real world. Now, I also agree that that is rational, for now. But it is not, by any means, an optimal situation. We have to start making the real world more like a game.

So, I take my inspiration from something that happened 2,500 years ago. These are ancient dice, made out of sheep's knuckles. Right? Before we had awesome game controlers we had sheep's knuckles. And these represent the first game equipment designed by human beings. And if you're familiar with the work of the ancient Greek historian, Herodotus, you might know this history. Which is the history of who invented games and why. Herodotus says that games, particularly dice games were invented in the kingdom of Lydia during a time of famine.

Apparently, there was such a severe famine, that the king of Lydia decided that they had to do something crazy. People were suffering. People were fighting. It was an extreme situation. They needed an extreme solution. So, according to Herodotus, they invented dice games and they set up a kingdom-wide policy. On one day, everybody would eat. And on the next day, everybody would play games. And they would be so immersed in playing the dice games because games are so engaging, and immerse us in such satisfying blissful productivity, they would ignore the fact that they had no food to eat. And then on the next day, they would play games. And on the next day they would eat.

And according to Herodotus, they passed 18 years this way, surviving through a famine, by eating on one day, and playing games on the next. Now, this is exactly, I think, how we're using games today. We're using games to escape real-world suffering. We're using games to get away from everything that's broken in the real environment, everything that's not satisfying about real life, and we're getting what we need from games.

But it doesn't have to end there. This is really exciting. According to Herodotus, after 18 years the famine wasn't getting better, So, the king decided they would play one final dice game. They divided the entire kingdom in half. They played one dice game, and the winners of that game got to go on an epic adventure. They would leave Lydia, And they would go out in search of a new place to live, leaving behind just enough people to survive on the resources that were available, and hopefully to take the civilization somewhere else where they could thrive.

Now, this sounds crazy, right? But recently, DNA evidence has shown that the Etruscans, who lead to the Roman empire, actually share the same DNA as the ancient Lydians. And so, recently, scientists have suggested that Herodotus's crazy story is actually true. And geologists have found evidence of a global cooling that lasted for nearly 20 years that could have explained the famine. So, this crazy story might be true. They might have actually saved their culture by playing games, escaping to games for 18 years and then been so inspired, and knew so much about how to come together with games, that they actually saved the entire civilization that way.

Okay, we can do that. We've been playing Warcraft since 1994. That was the first real-time strategy game from the World of Warcraft series. That was 16 years ago. They played dice games for 18 years, we've been playing Warcraft for 16 years. I say we are ready for our own epic game. Now, they had half the civilization go off in search of a new world. So, that's where I get my 21 billion hours a week of game-play from. Let's get half of us to agree to spend an hour a day playing games, until we solve real-world problems.

Now, I know you're asking, "How are we going to solve real world problems in games?" Well, that's what I have devoted my work to over the past few years, at The Institute For The Future. We have this banner in our offices in Palo Alto, and it expresses our view of how we should try to relate to the future. We do not want to try to predict the future. What we want to do is make the future. We want to imagine the best case scenario outcome And then we want to empower people to make that outcome a reality. We want to imaging epic wins, and then give people the means to achieve the epic win.

I'm just going to very briefly show you three games that I've made that are an attempt to give people the means to create epic wins in their own futures. So, this is World Without Oil. We made this game in 2007. This is an online game in which you try to survive an oil shortage. The oil shortage is fictional, but we put enough online content out there for you to believe that it's real, and to live your real life as if we've run out of oil. So, when you come to the game you sign up, you tell us where you live. And then we give you real-time news videos data feeds that show you exactly how much oil costs, what's not available, how food supply is being affected, how transportation is being affected, if schools are closed, if their is rioting. And you have to figure out how you would live your real life as if this were true. And then we ask you to blog about it, to post videos, to post photos.

We piloted this game with 1,700 players in 2007. And we've tracked them for the three years since. And I can tell you that this is a transformative experience. Nobody wants to change how they live just because it's good for the world, or because we are supposed to. But if you immerse them in an epic adventure and tell them, "We've run out of oil." This is an amazing story and adventure for you to go on. Challenge yourself to see how you would survive. Most of our players have kept up the habits that they learned in this game.

So, for the next world-saving game, we decided to aim higher, bigger problem than just peak oil. We did a game called Superstruct at The Institute For The Future. And the premise was, a supercomputer has calculated that humans have only 23 years left on the planet. This supercomputer was called the Global Extinction Awareness System, of course. We asked people to come online almost like a Jerry Bruckheimer movie. You know Jerry Bruckheimer movies, you form a dream team. You've got the astronaut, the scientist, the ex-convict, and they all have something to do to save the world. (Laughter)

But in our game, instead of just having five people on the dream team, we said everybody is on the dream team, and it's your job to invent the future of energy, the future of food, the future of health, the future of security and the future of the social safety net. We had 8,000 people play that game for eight weeks. They came up with 500 insanely creative solutions that you can go online, if you Google "Superstruct", and see.

So, finally, the last game, We're launching it March 3rd. This is a game done with the World Bank Institute. If you complete the game you will be certified by the World Bank Institute, as a Social Innovator, class of 2010. Working with universities all over sub-Saharan Africa, And we are inviting them to learn social innovation skills. We've got a graphic novel. We've got leveling up in skills like local insight, knowledge networking, sustainability, vision, and resourcefulness. I would like to invite all of you to please share this game with young people, anywhere in the world, particularly in developing areas, who might benefit from coming together to try to start to imagine their own social enterprises to save the world.

So, I'm going to wrap up now. I want to ask a question. What do you think happens next? We've got all these amazing gamers, we've got these games that are kind of pilots of what we might do, but none of them have saved the real world yet. Well I hope that you will agree with me that gamers are a human resource that we can use to do real-world work, that games are a powerful platform for change. We have all these amazing superpowers, blissful productivity, the ability to weave a tight social fabric, this feeling of urgent optimism, and the desire for epic meaning.

I really hope that we can come together to play games that matter, to survive on this planet for another century. And that's my hope that you will join me in making and playing games like this. When I look forward to the next decade, I know two things for sure, that we can make any future we can imagine, and we can play any games we want. So, I say let the world-changing games begin. Thank you.

Education #Jan2011

Ali Carr-Chellman: Gaming to re-engage boys in learning
Ali Carr-Chellman pinpoints three reasons boys are tuning out of school in droves, and lays out her bold plan to re-engage them: bringing their culture into the classroom, with new rules that let boys be boys, and video games that teach as well as entertain.


So I'm here to tell you that we have a problem with boys, and it's a serious problem with boys. Their culture isn't working in schools. And I'm going to share with you ways that we can think about overcoming that problem. First, I want to start by saying, this is a boy, and this is a girl. And this is probably stereotypically what you think of as a boy and a girl. If I essentialize gender for you today, then you can dismiss what I have to say. So I'm not going to do that; I'm not interested in doing that. This is a different kind of boy and a different kind of girl. So the point here is that not all boys exist within these rigid boundaries of what we think of as boys and girls. And not all girls exist within those rigid boundaries of what we think of as girls. But, in fact, most boys tend to be a certain way, and most girls tend to be a certain way. And the point is that, for boys, the way that they exist and the culture that they embrace isn't working well in schools now.

How do we know that? The 100 Girls Project tells us some really nice statistics. For example: For every 100 girls that are suspended from school, there are 250 boys that are suspended from school. For every 100 girls who are expelled from school, there are 335 boys who are expelled from school. For every 100 girls in special education, there are 217 boys. For every 100 girls with a learning disability, there are 276 boys. For every 100 girls with an emotional disturbance diagnosed, we have 324 boys. And by the way, all of these numbers are significantly higher if you happen to be black, if you happen to be poor, if you happen to exist in an overcrowded school. And if you are a boy, you're four times as likely to be diagnosed with ADHD -- attention deficit hyperactivity disorder.

Now there is another side to this. And it is important that we recognize that women still need help in school, that salaries are still significantly lower, even when controlled for job types, and that girls have continued to struggle in math and science for years. That's all true. Nothing about that prevents us from paying attention to the literacy needs of our boys between ages three and 13. And so we should. In fact, what we ought to do is take a page from their playbook, because the initiatives and programs that have been set in place for women in science and engineering and mathematics are fantastic. They've done a lot of good for girls in these situations. And we ought to be thinking about how we can make that happen for boys too in their younger years.

Even in their older years, what we find is that there's still a problem. When we look at the universities, 60 percent of baccalaureate degrees are going to women now, which is a significant shift. And in fact, university administrators are a little uncomfortable about the idea that we may be getting close to 70 percent female population in universities. This makes university administrators very nervous, because girls don't want to go to schools that don't have boys. And so we're starting to see the establishment of men centers and men studies to think about how do we engage men in their experiences in the university. If you talk to faculty, they may say, "Ugh. Yeah, well, they're playing video games, and they're gambling online all night long, and they're playing World of Warcraft. And that's affecting their academic achievement." Guess what? Video games are not the cause. Video games are a symptom. They were turned off a long time before they got here.

So let's talk about why they got turned off when they were between the ages of three and 13. There are three reasons that I believe that boys are out of sync with the culture of schools today. The first is zero tolerance. Kindergarten teacher I know, her son donated all of his toys to her, and when he did, she had to go through and pull out all the little plastic guns. You can't have plastic knives and swords and axes and all that kind of thing in a kindergarten classroom. What is it that we're afraid that this young man is going to do with this gun? I mean, really. But here he stands as testament to the fact that you can't roughhouse on the playground today. Now I'm not advocating for bullies. I'm not suggesting that we need to be allowing guns and knives into school. But when we say that an Eagle Scout in a high school classroom who has a locked parked car in the parking lot and a penknife in it has to be suspended from school, I think we may have gone a little too far with zero tolerance.

Another way that zero tolerance lives itself out is in the writing of boys. In a lot of classrooms today you're not allowed to write about anything that's violent. You're not allowed to write about anything that has to do with video games -- these topics are banned. Boy comes home from school, and he says, "I hate writing." "Why do you hate writing, son? What's wrong with writing?" "Now I have to write what she tells me to write." "Okay, what is she telling you to write?" "Poems. I have to write poems. And little moments in my life. I don't want to write that stuff." "All right. Well what do you want to write? What do you want to write about?" "I want to write about video games. I want to write about leveling-up. I want to write about this really interesting world. I want to write about a tornado that comes into our house and blows all the windows out and ruins all the furniture and kills everybody." "All right. Okay." You tell a teacher that, and they'll ask you, in all seriousness, "Should we send this child to the psychologist?" And the answer is no, he's just a boy. He's just a little boy. It's not okay to write these kinds of things in classrooms today.

So that's the first reason: zero tolerance policies and the way they're lived out. The next reason that boys' cultures are out of sync with school cultures: there are fewer male teachers. Anybody who's over 15 doesn't know what this means, because in the last 10 years, the number of elementary school classroom teachers has been cut in half. We went from 14 percent to seven percent. That means that 93 percent of the teachers that our young men get in elementary classrooms are women. Now what's the problem with this? Women are great. Yep, absolutely. But male role models for boys that say it's all right to be smart -- they've got dads, they've got pastors, they've got Cub Scout leaders, but ultimately, six hours a day, five days a week, they're spending in a classroom. And most of those classrooms are not places where men exist. And so they say, I guess this really isn't a place for boys. This is a place for girls. And I'm not very good at this, so I guess I'd better go play video games or get into sports, or something like that, because I obviously don't belong here. Men don't belong here, that's pretty obvious.

So that may be a very direct way that we see it happen. But less directly, the lack of male presence in the culture -- you've got a teachers' lounge, and they're having a conversation about Joey and Johnny who beat each other up on the playground. "What are we going to do with these boys?" The answer to that question changes depending on who's sitting around that table. Are there men around that table? Are there moms who who've raised boys around that table? You'll see, the conversation changes depending upon who's sitting around the table.

Third reason that boys are out of sync with school today: kindergarten is the old second grade, folks. We have a serious compression of the curriculum happening out there. When you're three, you better be able to write your name legibly, or else we'll consider it a developmental delay. By the time you're in first grade, you should be able to read paragraphs of text with maybe a picture, maybe not, in a book of maybe 25 to 30 pages. If you don't, we're probably going to be putting you into a Title 1 special reading program. And if you ask Title 1 teachers, they'll tell you: they've got about four or five boys for every girl that's in their program, in the elementary grades.

The reason that this is a problem is because the message that boys are getting is "you need to do what the teacher asks you to do all the time." The teacher's salary depends on No Child Left Behind and Race to the Top and accountability and testing and all of this. So she has to figure out a way to get all these boys through this curriculum -- and girls. This compressed curriculum is bad for all active kids. And what happens is, she says, "Please, sit down, be quiet, do what you're told, follow the rules, manage your time, focus, be a girl." That's what she tells them. Indirectly, that's what she tells them. And so this is a very serious problem. Where is it coming from? It's coming from us. (Laughter) We want our babies to read when they are six months old. Have you seen the ads? We want to live in Lake Wobegon where every child is above average. But what this does to our children is really not healthy. It's not developmentally appropriate, and it's particularly bad for boys.

So what do we do? We need to meet them where they are. We need to put ourselves into boy culture. We need to change the mindset of acceptance in boys in elementary schools. More specifically, we can do some very specific things. We can design better games. Most of the educational games that are out there today are really flashcards. They're glorified drill and practice. They don't have the depth, the rich narrative that really engaging video games have, that the boys are really interested in. So we need to design better games. We need to talk to teachers and parents and school board members and politicians. We need to make sure that people see that we need more men in the classroom. We need to look carefully at our zero tolerance policies. Do they make sense? We need to think about how to uncompress this curriculum if we can, trying to bring boys back into a space that is comfortable for them. All of those conversations need to be happening.

There are some great examples out there of schools -- the New York Times just talked about a school recently. A game designer from the New School put together a wonderful video gaming school. But it only treats a few kids. And so this isn't very scalable. We have to change the culture and the feelings that politicians and school board members and parents have about the way we accept and what we accept in our schools today. We have to find more money for game design. Because good games, really good games, cost money, and World of Warcraft has quite a budget. Most of the educational games do not. Where we started: my colleagues -- Mike Petner, Shawn Vashaw, myself -- we started by trying to look at the teachers' attitudes and find out how do they really feel about gaming, what do they say about it. And we discovered that they talk about the kids in their school, who talk about gaming, in pretty demeaning ways. They say, "Oh, yeah. They're always talking about that stuff. They're talking about their little action figures and their little achievements or merit badges, or whatever it is that they get. And they're always talking about this stuff." And they say these things as if it's okay. But if it were your culture, think of how that might feel. It's very uncomfortable to be on the receiving end of that kind of language. They're nervous about anything that has anything to do with violence because of the zero tolerance policies. They are sure that parents and administrators will never accept anything.

So we really need to think about looking at teacher attitudes and finding ways to change the attitudes so that teachers are much more open and accepting of boy cultures in their classrooms. Because, ultimately, if we don't, then we're going to have boys who leave elementary school saying, "Well I guess that was just a place for girls; it wasn't for me. So I've got to do gaming, or I've got to do sports." If we change these things, if we pay attention to these things, and we re-engage boys in their learning, they will leave the elementary schools saying, "I'm smart."

Thank you.

Tech #Jan2011

Amber Case: We are all cyborgs now
Technology is evolving us, says Amber Case, as we become a screen-staring, button-clicking new version of homo sapiens. We now rely on "external brains" (cell phones and computers) to communicate, remember, even live out secondary lives. But will these machines ultimately connect or conquer us? Case offers surprising insight into our cyborg selves.


I would like to tell you all that you are all actually cyborgs, but not the cyborgs that you think. You're not RoboCop, and you're not Terminator, but you're cyborgs every time you look at a computer screen or use one of your cell phone devices. So what's a good definition for cyborg? Well, traditional definition is an organism "to which exogenous components have been added for the purpose of adapting to new environments." That came from a 1960 paper on space travel. Because, if you think about it, space is pretty awkward; people aren't supposed to be there. But humans are curious, and they like to add things to their bodies so they can go to the Alps one day and then become a fish in the sea the next.

So let's look at the concept of traditional anthropology. Somebody goes to another country, says, "How fascinating these people are, how interesting their tools are, how curious their culture is." And then they write a paper, and maybe a few other anthropologists read it, and we think it's very exotic. Well, what's happening is that we've suddenly found a new species. I, as a cyborg anthropologist, have suddenly said, "Oh, wow. Now suddenly we're a new form of homo sapiens. And look at these fascinating cultures. And look at these curious rituals that everybody's doing around this technology. They're clicking on things and staring at screens."

Now there's a reason why I study this, versus traditional anthropology. And the reason is that tool use, in the beginning, for thousands and thousands of years, everything has been a physical modification of self. It has helped us to extend our physical selves, go faster, hit things harder, and there's been a limit on that. But now what we're looking at is not an extension of the physical self, but an extension of the mental self. And because of that, we're able to travel faster, communicate differently. And the other thing that happens is that we're all carrying around little Mary Poppins technology. We can put anything we want into it, and it doesn't get heavier, and then then we can take anything out. What does the inside of your computer actually look like? Well, if you print it out, it looks like a thousand pounds of material that you're carrying around all the time. And if you actually lose that information, it means that you suddenly have this loss in your mind, that you suddenly feel like something's missing, except you aren't able to see it, so it feels like a very strange emotion.

The other thing that happens is you have a second self. Whether you like it or not, you're starting to show up online, and people are interacting with your second self when you're not there. And so you have to be careful about leaving your front line open, which is basically your Facebook wall, so that people don't write on it in the middle of the night -- because it's very much the equivalent. And suddenly we have to start to maintain our second self. You have to present yourself in digital life in a similar way that you would in your analog life. So, in the same way that you wake up, take a shower and get dressed, you have to learn to do that for your digital self. And the problem is that a lot of people now, especially adolescents, have to go through two adolescencies. They have to go through their primary one, that's already awkward, and then they go through their second self's adolescence. And that's even more awkward because there's an actual history of what they've gone through online. And anybody coming in new to technology, is an adolescent online right now. And so it's very awkward, and it's very difficult for them to do those things.

So when I was little, my dad would sit me down at night and say, "I'm going to teach you about time and space in the future." And I said, "Great." And he said one day, "What's the shortest distance between two points?" And I said, "Well, that's a straight line. You told me that yesterday. I thought I was very clever." He said, "No, no, no. Here's a better way." He took a piece of paper, drew A and B on one side and the other and folded them together so where A and B touched. And he said, "That is the shortest distance between two points." And I said, "Dad, dad, dad, how do you do that?" He said, "Well, you just bend time and space, it takes an awful lot of energy, and that's just how you do it." And I said, "I want to do that." And he said, "Well, okay." And so, when I went to sleep for the next 10 or 20 years, I was thinking at night, "I want to be the first person to create a wormhole, to make things accelerate faster. And I want to make a time machine." I was always sending messages to my future self using tape recorders.

But then what I realized when I went to college is that technology doesn't just get adopted because it works; it gets adopted because people use it and it's made for humans. So I started studying anthropology. And when I was writing my thesis on cell phones, I realized that everyone was carrying around wormholes in their pocket. They weren't physically transporting themselves, they were mentally transporting themselves. They would click on a button, and they would be connected as A to B immediately. And I thought, "Oh, wow. I found it. This is great."

So over time, time and space have compressed because of this. You can stand on one side of the world, whisper something and be heard on the other. One of the other ideas that comes around is that you have a different type of time on every single device that you use. Every single browser tab gives you a different type of time. And because of that, you start to dig around for your external memories -- where did you leave them? So now we're all these paleontologists that are digging for things that we've lost on our external brains that we're carrying around in our pockets. And that incites a sort of panic architecture. Oh no, where's this thing? We're all "I Love Lucy" on a great assembly line of information, and we can't keep up.

And so what happens is, when we bring all that into the social space, we end up checking our phones all the time. So we have this thing called ambient intimacy. It's not that we're always connected to everybody, but at anytime we can connect to anyone we want. And if you were able to print out everybody in your cell phone, the room would be very crowded. These are the people that you have access to right now, in general -- all of these people, all of your friends and family that you can connect to.

And so there are some psychological effects that happen with this. One I'm really worried about is that people aren't taking time for mental reflection anymore, and that they aren't slowing down and stopping, being around all those people in the room all the time that are trying to compete for their attention on the simultaneous time interfaces, paleontology and panic architecture. They're not just sitting there. And really, when you have no external input, that is a time when there is a creation of self, when you can do long-term planning, when you can try and figure out who you really are. And then, once you do that, you can figure out how to present your second self in a legitimate way, instead of just dealing with everything as it comes in -- and oh, I have to do this, and I have to do this, and I have to do this. And so this is very important. I'm really worried that, especially kids today, they're not going to be dealing with this down time, that they have an instantaneous button-clicking culture, and that everything comes to them, and that they become very excited about it and very addicted to it.

So if you think about it, the world hasn't stopped either. It has its own external prosthetic devices, and these devices are helping us all to communicate and interact with each other. But when you actually visualize it, all the connections that we're doing right now -- this is an image of the mapping of the Internet -- it doesn't look technological; it actually looks very organic. This is the first time in the entire history of humanity that we've connected in this way. And it's not that machines are taking over; it's that they're helping us to be more human, helping us to connect with each other.

The most successful technology gets out of the way and helps us live our lives. And really, it ends up being more human than technology, because we're co-creating each other all the time. And so this is the important point that I like to study: that things are beautiful, that it's still a human connection; it's just done in a different way. We're just increasing our humanness and our ability to connect with each other, regardless of geography. So that's why I study cyborg anthropology.

Thank you.

Music #Jan2011

Charles Limb: Your brain on improv

Wednesday, January 19, 2011

How JP Morgan Got Rich On Food Stamps

Max Keiser talks to Stacy Herbert about how JP Morgan Chase makes more money when more people are forced to use food stamps swipe cards
recorded on January 9th 2010

China - USA

The Real Economic Lesson China Could Teach Us

In the last 12 years China has built twenty universities, each designed to be the equivalent of MIT.

Obama presses China's Hu on currency, rights


Trade With China?:
25 Facts That Prove That China Is Kicking Our Rear Ends

Do you believe that trade with China is a good thing?
Have you wondered why the U.S. economy cannot produce nearly enough jobs for everyone anymore? Have you wondered why so many thousands of factories have been closing down? Have you wondered why it seems like America is getting poorer?

China Says the End of the Dollar is Near :

-> China's President Lays Groundwork for Obama Talks

-> Hu calls currency system 'product of the past'

Indeed, when US Treasury Secretary Timothy Geithner gave a speech in which he claimed that the US dollar was strong, Chinese onlookers responded by bursting into laughter.


Tainted Chinese food imports are pouring into the United States with wanton disregard for the health impact or threat to the wider food supply
> Tainted Chinese Imports Common
In Four Months, FDA Refused 298 Shipments



Not just food, but also lead-poisoned children’s toys imported from China are flooding the US marketplace:

Talking heads in the establishment media like CNBC’s Erin Burnett insist that Americans should shut up about these scandals


she suggested that China could help Wal-Mart's prices remain competitively low by continuing to make their toys and food as poisonous as possible!
... and accept the fact that their kids will be eating tainted food and playing with lead-poisoned toys, otherwise China might arbitrarily punish the US by re-valuing its currency and pushing up prices in Wal-Mart.

While Hu Jintao and Obama spew rhetoric about two great empires coming together for the common good, China is busy stealing US military secrets. China’s massive military build-up is based almost entirely on stolen US technology

Read article in Popular Mechanics:

How China Steals U.S. Military Secrets
A spate of recent spying cases opens the lid on China's aggressive military buildup. What's most troubling: It is based largely on U.S. technology.

a recent example being China’s new prototype stealth fighter, which is 10 years ahead of the schedule that US military analysts had predicted.

China J-20 Fighter 'Has Changed Power Balance'

THE shock unveiling of a new Chinese stealth fighter aircraft has changed Asia's power balance and means Australia must dramatically rethink its regional strategy, according to an Australian analyst.

China rhetoric raises threat concerns

China has carrier-killer missile, U.S. admiral says

Chinese missiles can ravage U.S. bases

Computer hackers in Beijing backed by the Chinese government have also stolen highly sensitive information about America’s nuclear weapons research from places like the Los Alamos National Laboratory in New Mexico.

Technology and military secrets have also been openly transferred to China by successive US administrations as well as transnational American companies.


If China wishes to be America’s great ally, as Jintao constantly claims, then why are Chinese military generals constantly talking about attacking the United States? Speculating on what the response would be if America defended its ally Taiwan, General Zhu Chenghu said that China would launch its arsenal of nuclear missiles at the United States and destroy hundreds of cities.

China has also recently unveiled an anti-ship missile which is designed to sink an American aircraft carrier.


Admiral Mike Mullen, head of the Joint Chiefs of Staff, admits that China’s military weapons are aimed squarely at the United States.

China has been used by the globalists to destroy America’s economic backbone – its manufacturing base. As a result of the expanding trade deficit with China, the US economy lost 2.4 million jobs between 2001 and 2008 :
Unfair China Trade Costs Local Jobs

The United States has lost a shocking 32 per cent of its manufacturing jobs in this time. Over 42,000 factories have been permanently closed in the US since 2001

Friendship

Science unlocks how we pick our friends
You and your buddies probably share more in common than you imagine,
according to new research. Findings >>
People pick friends with similar genes

DRD2 gene

Study of sports and booze
8% of fans at sports games over alcohol limit: study

Latest science headlines


Tuesday, January 18, 2011

Events in Tunisia



Tunisian Opposition Activist: "Is Democracy Possible in the Arab World? Tunisians from All Around Tunisia are Saying 'Yes'"


Transcript


Egypt-Based Political Analyst: "The First Lesson from Tunisia is
that Revolution is Possible"


Transcript


Juan Cole: Tunisia Uprising "Spearheaded by Labor Movements,
by Internet Activists, by Rural Workers; It’s a Populist Revolution"



Transcript


Anthony Shadid in Beirut: Tunisia Has "Electrified People Across the Arab World"


Transcript

US Dollar

Hu Highlights Need for U.S.-China Cooperation, Questions Dollar


China’s President Hu Jintao currency system ‘product of the past’


Chinese Professor Parody - China Thanks Tea Party and Republicans


Hu Jintao jets into Washington



US-Sino Currency Rap Battle

Monday, January 17, 2011

The Corporation

Description: " to its logical conclusion, the film puts the corporation on the psychiatrist's couch to ask "What kind of person is it?" Provoking, witty, sweepingly informative, The Corporation includes forty interviews with corporate insiders and critics - including Milton Friedman, Noam Chomsky, Naomi Klein, and Michael Moore - plus true confessions, case studies and strategies for change.
Part 1/15


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Part 11/15
>

Part 13/15

Incredible designs

DesignTide Tokyo 2010



This sofa chair from Japanese studio Daisuke Motogi Architecture holds all sorts of secrets. The armchair allows just about anything to be inserted in every part of the chair.

WEALTH DESTRUCTION & Looting Of America

explained by Catherine Austin Fitts





Former Assistant Secretary of Housing under George H.W. Bush Catherine Austin Fitts blows the whistle on how the financial terrorists have deliberately imploded the US economy and transferred gargantuan amounts of wealth offshore as a means of sacrificing the American middle class. Fitts documents how trillions of dollars went missing from government coffers in the 90's and how she was personally targeted for exposing the fraud.
Fitts explains how every dollar of debt issued to service every war, building project, and government program since the American Revolution up to around 2 years ago - around $12 trillion - has been doubled again in just the last 18 months alone with the bank bailouts. "We're literally witnessing the leveraged buyout of a country and that's why I call it a financial coup d'état, and that's what the bailout is for," states Fitts.

Massive amounts of financial capital have been sucked out the United States and moved abroad, explains Fitts, ensuring that corporations have become more powerful than governments, changing the very structure of governance on the planet and ensuring we are ruled by private corporations. Pension and social security funds have also been stolen and moved offshore, leading to the end of fiscal responsibility and sovereignty as we know it.










Shunning the Banksters - Catherine Austin Fitts on Economics 101
Catherine Austin Fitts of Solari.com joins us to discuss ways that people can stop empowering the system that is enslaving them by withdrawing support for large banks and financial services. We discuss the broad strategies for gaining financial independence and the services and information on offer at The Solari Report homepage. For more information, please visit:
http://solari.com/


Sunday, January 16, 2011

Tuesday, January 11, 2011

Inception

Inside 'Inception': Could Christopher Nolan's Dream World Exist in Real Life?

Dream Experts Say 'Inception's' Conception of the Subconscious Isn't Far From Science
http://abcnews.go.com/Entertainment/inside-inception-christopher-nolans-dream-world-exist-real/story?id=11174201


Did Alleged Arizona Shooter Jared Loughner Think He Was Dreaming During Attack?
Jared Lee Loughner Obsessed With Lucid Dreams, Like Those in the Movie 'Inception'


Parents of Jared Loughner Say They 'Don't Understand' What Prompted Rampage
Family Writes They Wish They Could Change 'Heinous Events



Sunday, January 9, 2011

Andy Rooney

Andy Rooney Finds Mistakes!
Do people feel superior when they find mistakes in published books or newspaper articles? Andy Rooney seems to think so!


Rooney On The Satisfaction of Finding Grammatical or Factual Errors


Dead Celebs: A Living For The Dead

Marilyn Monroe, James Dean and Elvis are dead and so is Michael Jackson. But as Steve Kroft reports, they are very much alive when it comes to earning money for their estates.


How Celebs Make A Living After Death
Steve Kroft Reports On The Big Business of Dead Celebrities' Lively Profits



Slot Machines: The Big Gamble



Lesley Stahl reports on the proliferation of gambling to 38 states and its main attraction, the slot machine, newer versions of which some scientists believe may addict their players.

Slot Machines: The Big Gamble
Lesley Stahl Reports On The Debate Over New Slot Machines and Gambling Addiction

Playing the Odds
If you're casino bound, remember, the house always has the upper hand, but there are ways to increase your odds of winning. And ways to avoid becoming a "problem gambler."


For the vast majority of adults, casino gambling is a perfectly safe and enjoyable hobby. But two to three percent of gamblers will develop a gambling problem. And, as Lesley Stahl reported this week on the "60 Minutes" broadcast, the increased speed of modern slot machines can make players more vulnerable to gambling addiction.

With The New York Times reporting that Americans drop more than $1 billion a day into slot machines, "60 Minutes Overtime" decided to ask addiction expert Dr. Petros Levounis about what's happening in the brains of gamblers. What we learned was eye-opening. Be aware, your brain is not always your best friend when it comes to playing the odds!

http://www.cbsnews.com/8301-504803_162-20027777-10391709.html?tag=cbsnewsMainColumnArea.4


Friday, January 7, 2011

Thursday, January 6, 2011

Art & Politics

Phil Ochs: The Life and Legacy of a Legendary American Folk Singer
The legendary American folk singer Phil Ochs is widely regarded as one of the world’s most influential political musicians. Rising to fame in the 1960s, Ochs used his music to both chronicle and help mobilize the labor rights, civil rights and antiwar movements. A new documentary, Phil Ochs: There But for Fortune, has just been released chronicling Ochs’ life. We speak with Phil Ochs’ brother Michael and Kenneth Bowser, the director of the film, which premiered yesterday in New York City.


Link to "Phil Ochs: There But For Fortune," Official Film Website



We Shall Overcome - with Legendary Folk Singer & Activist Pete Seeger



Transcript




Banned by Army: Folk Singer Joan Baez Can’t Sing to Wounded Soldiers at Walter Reed
http://www.democracynow.org/2007/5/4/banned_by_army_folk_singer_joan


Wednesday, January 5, 2011

Food & Manipulation

Why Do Women Find Salad So Funny?
How advertising attempts to manipulate people into doing things that they may not otherwise do. But why do advertisers want to make eating salad look hilarious and eating chocolate seem as if it’s sexy?

Sex and Candy

Women Laughing Alone With Salad



What's really in McDonalds' nuggets?
McNuggets may conjure up an image of breaded pieces of sliced chicken breast, but they are hardly that. 'Silly Putty'
http://ca.news.yahoo.com/mcdonalds-chicken-nuggets-really-contain-20110114-160000-596.html

Ginger chicken stir-fry

What's in Fast Food? What's in the Non-Chicken Half of the McNugget


Do you put dimethylpolysiloxane, an anti-foaming agent made of silicone, in your chicken dishes? How about tertiary butylhydroquinone (TBHQ), a chemical preservative so deadly just five grams can kill you?

These are just two of the ingredients in a McDonald's Chicken McNugget. Only 50 percent of a McNugget is actually chicken. The other half includes corn derivatives, sugars, leavening agents and completely synthetic ingredients


21 Dangerous & Deadly Dishes