Lit 80, Fall 2013
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Ebocloud Novel Response

November 18th, 2013 | Posted by Mithun Shetty in Uncategorized - (0 Comments)

Recent years of rapid technological development demonstrate increasing societal dependence on technology. Devices and programs are being invented one after the other that alter our perception of the world around us and augment our ability to communicate with one another. Google Glasses overlay technology onto the world around us and improve our ability to interact with the world around us. Applications on our mobile devices allow us to perform tasks on-the-go formerly thought to be impossible. In this way, man and machine seem to be becoming one. As social integration and access to such technology becomes more popular, we may be simultaneously losing the power to remain independent of technology. This dependence on technology is not completely grounded in necessity, either; while we do use it to store the information integral to running our infrastructures, we also have come to rely on it to live socially amongst each other. The amount of data being generated about and shared with millions of users on the internet’s social media networks is endless. Facebook generates about 500 terabytes of data on its users each day, none of which is essential for our existence or survival. Yet, people have turned to social networks because it is a very accessible, easy, and instantly-gratifying method of finding old and new friends and sharing your life with them (without going through the work of actually doing so physically). This social dynamic begs the question: What is the next stage in merging sociality and technology?

Rick Moss’s Ebocloud is an immersive science fiction novel that depicts a near-future in which a new social network entitled “Ebocloud” has become a huge social construct in daily life. This network groups its millions of users into separate families (based on their personalities and preferences) and utilizes a data cloud that acts as a server for sharing information between the members. The cloud connects to their minds and bodies via digital tattoos and stores thoughts, ideas, and experiences within the cloud. These tattoos, among other things, have the ability to control hormonal balances within a person, allowing for neurological rewards for doing certain tasks and good deeds within your Ebocloud family. Clearly, Ebocloud is an example of system that is almost 100% integrated into the daily lives of mankind. The cloud “families” you are placed in group you with those who are similar to you, allowing facilitated communication of thoughts and ideas. This type of system has major drawbacks alongside its supposed benefits. While it does help you meet new like-minded individuals while simultaneously accomplishing volunteerism/positive karma/social helping (via the kar-merit system, in which those who do “good” things are rewarded with more influence and power in Ebocloud), the negatives may outweigh these benefits. Not only are you essentially forfeiting all of your privacy to those in control and maintenance of the cloud, but you are slowly and surely losing your individuality by separating into a cloud. Families can be seen as separate homogenates of certain individuals who, after a certain amount of time, may fail to contribute new ideas and content to their families and simply perpetuate the same shared ideas instead (after all, there is no privacy among families, and everyone is working towards the goal of attaining kar-merits). Most importantly, however, the biggest danger in using such a system is the biological component of this network. Without the tattoos, this network is relatively harmless. However, allowing a vast system beyond your personal control to directly influence the inner processes of your body (i.e. hormonal balances) is a dangerous, terrifying idea. You are forfeiting your control over your body – it is as if you are giving a set of strangers the green light to drug you whenever they desire. There is also no escape from participation, as the tattoos are permanent. To engage in such a network is to have complete faith that the system is and will forever remain free of corruption, which is a dangerously naïve mistake. The plot of the novel goes on to show a scenario in which the controlling few of the cloud fall into the throes of corruption, putting the protagonists into a dangerous, compromising situation. This not-too-distant hypothetical raises some interesting questions about our real lives. When will we draw the line between technology and privacy? Is it likely that we will ever settle for a certain level of technological development, or will we continue to integrate it into our daily lives? Also, how will increased reliance on technology shape the way we interact with each other and live our lives? How much is too much?

 

[Abstract]

The gaming market has been continuously spiking as computer and digital devices emerged around our lives from the 1980s till now. The exponential increase in video game companies has led to a boom in players as well. Video games, compared to its first emergence, seem to play a much bigger role in our lives now, and still little do we know about how such a potential medium could influence our thoughts.

This project aims to investigate the different genres of videos-games, such as action-adventure, role-playing (RPG), strategy games etc. and seeks to compare and contrast how these games, set in virtual (digital) worlds,  subconsciously alter our perceptions and decision-making process in the real (physical) world. The project will first attempt to boldly recontextualize the setting, plot and characters in various games to illustrate the societal impact if people acted exactly like video game characters. Subsequently, to comprehensively and specifically discuss the impact of games in our lives,  numerous attributes of games, such as linearity versus non-linearity, sandbox versus just narrative, will be scrutinized. Game samples that are representative of each attribute will also be taken into account. By making these concrete analysis, the project attempts to ask the reader: How do different game genres and game styles change our perspectives in our real world?

Last but not least, the project seeks to research how subconscious perceptions of the physical world is different for a person who is playing a game (controlling the protagonist and making the decisions) and for a bystander who is watching a game. To minimize error, the same part of a game (genre and attribute to be determined) will be presented to the player to play and remediated as a video for the “watcher” to watch.  This interesting comparison will give us a glimpse about how interactivity/interpassivity of video games encompasses potential societal implications.

 

Video Games: A Critical Analysis

September 30th, 2013 | Posted by Zhan Wu in Uncategorized - (0 Comments)

Very much from the occurance of colossal computers that filled rooms in the early 1970s to the ultrabooks super thin laptops we have nowadays, video games have existed to fill our needs for entertainment and maybe even learning. Video games have increasingly become sophisticated as newly operating software were produced and better-performing hardware were invented. Indeed, the digital information boom at the end of the 20th century engendered a series of ultrafast developments that led from the creation of multi-pixel 8-bit video games such as Pacman, to the open world non-linear games such as Grand Theft Auto, which take on several gigabytes on the computer’s hardware storage capacity.

With the sophistication and proliferation of games, people have engendered more complex and mixed reviews about them. Computer games were originally for entertainment for those very few who could afford computers only. As software became cheaper to manufacture, the word “PC” (personal computer) emerged, and families were already buying PCs and software (including video games) in numbers.

Before we go deep into the societal impact video games have for the generations around this time, a choice must be made of whether video games are mediums or not. A simple look-up in the dictionary tells us that mediums are “an agency or means of doing something.” Ian Bogost, in his book How to Do Things with Videogames, claimed that: “ games are models of experiences…we operate these models…our actions [are] constrained by their rules…we take on a role in a videogame, putting ourselves in the shoes of someone else…” (Bogost 04) Simply said, video games are a means for people to immerse themselves in information models to assume a role in a certain environment. Therefore, according to Bogost, (and I would strongly agree) video games are a medium.

It is not untrue that video games caused quite a dilemma for families in the 80s and 90s. In fact, many families reported that their children were virtually addicted to video games and did not put enough attention on the family. The problem persists till today as a main family and societal issue. This is also why “All-too-familiar questions arise about whether games promote violent action or whether they make us fat through inactivity.” (Bogost 05) In his bestseller, however, Bogost talks about how parents and people alike have simply misjudged video games as a dichotomous choice of good or bad, which he dubbed as the “media ecological approach”, rather than seeing games as a medium which is able to influence culture in numerous ways (microecology). I generally agree with Bogost’s idea. Games act as a medium by impacting people’s daily lives continuously, both in communication and perception. I will explore this along with examples in the next three paragraphs.

YouTube, a large video-sharing website as you might know it, has a very large gamer community. And many game commentators post game walkthroughs and reviews for the large audience on YouTube for a living. In fact, according to YouTube statistics, gaming commentators and reviewers alike will upload up to 75 gigabytes of video data to the website every ten seconds. Each gaming video might have more than a million comments (many of which the commentators rely to) and there are plenty of private discussion and public Q&A sessions. From this perspective, I believe that these videos undoubtedly have a large impact on the lives of millions of people who are watching the videos on a daily basis in terms of communication. Again, the gaming content of those videos are irrelevant compared to the impact the videos have on collective communication in gaming communities, as Bogost would have it: “The things a medium does to a culture are more important than the content it conveys.” (Bogost 04)

On the other hand, video games can alter our perceptions dramatically. How our perceptions are changed depend on the type of the video games and our perceived cosmopolitan view of the world. When engaging in video games, we are both acting out the role of the protagonist according to our general perception of the world while simultaneously abiding by the rules of the “model” (the gaming environment) that were created by the game developers.

A good example would be the Portal series created by Valve Corporation. The protagonist in the game is a test subject who has to navigate across numerous test chambers with her portal gun, which can created interdimensional space. Her goal is to flee the “unethical” testing facility, but is constantly stalled by the facility’s main AI computer, GLaDOS. Each test chamber is unique, and there are several ways to finish a particular level. It all comes down to how the video game player perceives the level. Also, there are many moral decisions to make in the game, further altering the gamers perceptions about certain aspects. In one level, for instance, after using the Companion Cube extensively, the player has to make a choice of whether incinerating the cube and pass the level or get stuck in the level with the cube. And it again depends on how the player perceives the game. In fact, many players on the Steam Community Hub reported feeling extremely emotional at that moment.

To acquire a more comprehensive view about video games in our society, we must think more critically about them, not just dismiss them as superficial objects that someone might get addicted to. Parents and families, along with other people who are in presence around video games, need to regard games as a medium which has multifaceted uses rather than only one or two. That said, games are currently used not only in entertainment, but also in medicine, psychiatry training sessions, tools for soldiers to simulate real combat and even placebo means in hospitals etc..In terms of communication and perception, as aforementioned, video games acts as an indispensable means to a medium by encouraging all sorts of discussions and perceptual alterations. The various uses of games cannot be overstated, and most of them have profound impacts in different sections of our society.

Last but not least, I definitely believe that it is vital for people to study gaming behavior. There are myriads of reasons for doing so. Social-cognitive psychologists could research brain pattern behavior when people are playing games. I personally have always wondered  why people’s body do physical movements when they are actually playing games set in virtual reality. Furthermore, researching possible changes in perception of thought would be a great basis for developing our understanding of human behavior. The bottom line is, as games become more and more a part of people’s daily lives, the necessity to study them extensively is ultimately of extreme importance for the comprehension of human physical and psychological behavior to our community.

Sources:

[1]Bogost Ian, HOW TO DO THINGS WITH VIDEOGAMES, University of Minnesota Press.

[2]Portal, Valve Corporation, http://www.valvesoftware.com/games/portal.html. Accessed Sep.29, 2013.

Neuromancer: Novel Response

September 6th, 2013 | Posted by Mithun Shetty in Uncategorized - (0 Comments)

Aside from its bizarrely accurate foresight, Neuromancer is an interesting novel because of the questions and ideas that it brings up regarding the relationship between humans and technology. In a mere set of decades, our society has transformed from a largely disconnected, isolated set of communities to a thoroughly interconnected digital network; in some way or the other, we are constantly transmitting or receiving data in our daily lives. Whether it is the infrastructures of our cities (traffic, navigation, consumerism, etc.) or keeping ourselves updated on our array of electronic devices, urbanized areas are almost completely dependent on technology. Additionally, the technology we are using is tending towards a more profound integration into our biological systems; new inventions are changing the way we perceive information from our environments. The implementation of QR codes, “Google Glasses,” and other marvels that augment reality are steps toward the complete unification of man and machine.

This is an idea that Neuromancer focuses on for the majority of the novel. Where exactly is the delineation between human and technology?  As we become more dependent on our devices to orient ourselves in our changing environments, will we lose the characteristics that we currently consider makes us “human?” The characters in Gibson’s novel all feature some sort of technological miracle; they have been able to cure their drug addictions, develop veritable superpowers (fingernails, cybernetic implants), and even achieve immortality. Additionally, Gibson introduces characters who are able to willfully suspend their consciousness or jack into an alternate form of reality, “the matrix.” Such examples represent the extremes of technological integration – it is understandable that Gibson chooses to represent the characters’ reliance on technology similar to drug dependence.

The reader may find it very difficult to classify certain characters as human or technology. Most notably, Dixie Flatline – who is deceased but has his mind and consciousness stored onto a ROM – is able to interact with Case and Molly and the other characters of the novel. Would we consider him a human? Though he is not the physical manifestation of McCoy Pauley, he is still able to access his mind. Perhaps he is not human because he cannot create or learn new thoughts. This distinction could be a vital part of the definition of a human being. Additionally, characters that have serious prosthetics (Molly, for example) cause readers to wonder how much technological additions/replacements would be necessary to cross the threshold of man to machine. When does a character like Molly cease being human and become a super intelligent bio-computer?

We probably will not have such drastic technological advances as presented in Gibson’s novel in the foreseeable future. However, these examples illustrate important phenomena that are occurring in our present lives: we are co-evolving with the technology that we produce at an alarmingly fast rate, which has both useful benefits (such as increased perception and function) and dangerous risks of total dependence on technology and a lack of a separate, human identity.