I must be getting old - I'm starting to worry about today's youth. Or, more specifically, I'm starting to worry about tomorrow's youth. We live in an age where an increasing number of lives in the developed world are becoming increasingly 'virtual'. Something you've probably seen recently is the Google goggles; Google's visionary "Project Glass" - so called 'augmented reality' specs that serve to integrate IRL with WWW, and thus bring us one step closer to actual 'wetware' and the realisation of a human hive mind (think less Wachowski's "Matrix", and more Haldeman's "Tree" or Bertagna's "Noospace"*). Now, if you're expecting some kind of octogenarian moanrant about how the children are being sullen and spending more time on their phones than at the dinner table then you won't get one from me (the internet is fucking ace), but that's a gateway to the larger concern at hand here.
So, the complaint basically goes that people are becoming less adept at interacting with each other because we all communicate electronically now, be it by text message, on facebook or by shrieking abuse at each other on Youtube comments. People don't talk in the queue at the supermarket anymore, we don't chat to the people next to us on the bus - we just sit there in silence listening to wubwub and informing the world through "status updates" about how FML. Ironically, we have even begun to become shit at doing those thing which we introduced to replace face-to-face contact in the first place, such as writing letters and making telephone calls**.
Similarly, more and more people are becoming increasingly immersed in fake worlds. The video games industry is growing incredibly rapidly, and the number - and perhaps more importantly, the demographic variety - of users is fuelling this expansion. Whereas before, interactive electronic escapism was the preserve of an elite few (male, white, socially inept, ages 13-24), it has since become a mainstream industry with serious financial clout, artistic credence and an audience that can no longer be defined simply as those that we (well, you) avoided at high school. Essentially, an exponentially growing number and greater diversity of people can't wait to get away from reality***.
Now, to qualify this, it should be noted that escapism is nothing new or unusual: people have been finding ways to escape the daily misery of existence - be it films, books, music, hard drugs, fine art or homebrew liquor - for (presumably) as long as people have had access to means of escape. The difference is that, as an escapist medium, video games often strive to emulate reality - and unlike films or books, which can also emulate reality, or drugs and alcohol which enhance/fuck off reality - video games are both interactive and simulative in a way that, say, board games are not. Essentially, we trade one interactive (real) reality for another. Even those games which don't (try to) aesthetically emulate reality - sci-fi or fantasy games such as World of Warcraft and Eve - often emulate it in other ways: you interact with other people, you get "jobs" and do work, make friends and work towards bettering yourself. Indeed, games such as Eve have not uncommonly been described as having a second job, whilst "games" such as Second Life (attempt) to do exactly what they suggest. In these games, we don't follow a written plot, we create our own. The case of 'social networking' is perhaps less extreme if only because it's not really escapism, but what we are doing is still indicative of this trend in that we are blurring the boundaries between what is "real" and what is virtual.
Now, I must stress - I don't really give a toss about this. In fact, I never cease to be captivated by the converging relationship of society and the internet. I love the medium of electronic communication: I probably wouldn't have survived my teenage angst if it wasn't for MSN messenger, I had my own clan on an MMO browser game and many a seasoned veteran can attest to my fuxxing l33t super skillz at BF2142 and CS:S****, and I'm probably far too proud of the fact that I asked out my first girlfriend by SMS. I love escapism (of pretty much any variety) and I find the internet, both in concept and experience, to be utterly fascinating - a true, functional, international anarchy. However, I'm not utterly dependent on the internet: I have a relatively healthy social life, I enjoy the arts (outwith the net), I don't have Twitter, I don't play WoW for twenty three hours a day and I only write this blog because everyone is stupid, writing is cathartic and I don't want to die from a stress induced tumour. I'm not the only one either: the vast majority of people I know don't live on the internet, they strike a balance between IRL and the web.
The problem, I think, is that more and more people are being born into an age when the internet is totally dominant and all encompassing, and thus don't know anything else. I was ten when my father got the internet in our house - I was fourteen before I really started to see the point of it - so I can pretty clearly remember what life was like before the internet, and when the internet stopped being crap, and when social networking became a thing. But my little brother, who was four when my folks got webbed-up probably can't, and has been actively surfing the net since a younger age. My little sister, who was negative two when we got the internet, even less so. Similarly, I can still remember a time when video games were a totally unconvincing mode of escapism - linear gameplay, mostly shit and unimmersive plots, bad graphics and comparatively little reason to pay them more of our attention than anything else. However, as my little brother and sister have come into the world of interactive escapism, they have come into an ever increasingly advanced medium that sports ever increasingly more engaging plot lines, far less linear gameplay, more believable environments and crucially, the ability to interact with other people in these imitation worlds. So, what then of our children? Of their children?
And thus, as technology advances and reduces the gap between reality and virtuality, the saturation and social normativity of these mediums increase and future generations will be brought into a world where the material world struggles to compete for attention with the immaterial. Think of it this way: when I was my little sister's age people bought things from shops; you remember those, right? My little sister is growing up in a world where physical businesses (and much of the rest of the physical world) are being superseded by the virtual world; shopping, work, leisure, learning, art, making and breaking friendships, dating, sex, crime and even the wars we fight are being supplanted IRL by their cyber counterparts. This state of being will only be compounded in the future generations who grow up knowing nothing else.
At this junction one might question what the fucking problem is then, 'cos what I just said sounds great. Like science fiction and shit. Okay, so that's a fair point - this barbeque does taste good - but what I'm concerned about is the moral responsibility of the generations who grow up in this cybereal future. See, the thing is, we (here and now) can still separate the moral prerogatives of real life from the moral free-for-all that is the internet and associated internet related activities. But, in this future that I envision where the virtual world is no longer an inferior alternative to but fully one vital aspect (potentially the predominant one) of human life in the developed world, what will happen to the ability of people to make morally responsible decisions? And if at the moment you are thinking "that's stupid - people can tell the difference between right and wrong between the internet and offline" then what you need to understand is that is your thought process, having graduated from real life to the internet, takes the ethical sensibilities of real life with you. What you need to try and imagine is the moral cognisance of someone who was raised on the internet and is then taking their moral conditioning from the internet to real life. For someone in this future, the internet is as real as reality - and that applies to the act of making moral decisions. There won't always be dry old people with no understanding of what life is really like on the internet around to run the country according to real life; as life and cyberlife converge there will one day be a country that is run by someone who loves lolcats and who helped to close the pool.
Now, what I'm not trying to say is that everyone in the future will automatically be an abusive troll or an idiot who jumps off a bridge because they think they have three lives.What I'm worried about is that everyone in the future will have a compromised ability to make responsible moral decisions in the real world. To use earlier examples, anything not linked up to Haldeman's "Tree" was considered inconvenient whilst anything not a part of Bertagna's "Noospace" was considered irrelevant. See where I'm going here?
Now, what I'm not trying to say is that everyone in the future will automatically be an abusive troll or an idiot who jumps off a bridge because they think they have three lives.What I'm worried about is that everyone in the future will have a compromised ability to make responsible moral decisions in the real world. To use earlier examples, anything not linked up to Haldeman's "Tree" was considered inconvenient whilst anything not a part of Bertagna's "Noospace" was considered irrelevant. See where I'm going here?
Interlude. Now, before continuing, it is perhaps worth considering exactly what kind of society we are talking about here: obviously, if it is a society where the virtual world has become as important to the inhabitants as the real world then it is going to be a developed country (at least by our standards). If in this future poverty in undeveloped countries has been eradicated or if it is still present is an interesting issue - as it presents further issues regarding the moral responsibility of future generations that should be considered, particularly if levelling up on some MMORPG is still more important to them than the plight of those starving. Anyway.
Continue. Think about it this way: so much of the activity that occurs on the internet and in interactive electronic escapism is essentially without consequence - the relative anonymity afforded by the internet allows one to seek out and do more or less whatever one wants with impunity. There are attempts being made to bring the moral contract of various IPs of the internet in line with that of the respective countries with varying degrees of success (anti-piracy legislation, anti-bullying laws, etc.), but ultimately the moral dictum of the internet remains more or less nothing. Similarly, video games - and most importantly, online multiplayer games - give people godlyke powers both ingame (can see the whole map, can be shot and not die, doesn't ever have to eat, can run up walls, etc., etc.) and metagame (dying doesn't matter, losing all your money doesn't matter, the fate of the country you are in control of doesn't matter, etc., etc.) and the opportunity to use these various divine powers on either virtual representations of people or virtual representations of actual people.
When you give the average person the ability to combine the amorality of internet life with the powers of God, the results are usually less than stellar at building faith in the inherent good of mankind (doesn't matter that you just threw a hooker out of a helicopter that you can fly without years of flight school before crashing into a children's hospital, doesn't matter that you just sold off the basic human rights of your country's citizens in order to buy nuclear weapons with which to commit genocide, etc., etc.). Imagine now combining that kind of moral reasoning with an agent for whom there is no real distinction between this morality and the social morality of the real world...
Obviously, the above examples are extreme and represent situations that are basically unique to video games (the average person, even in the future, will not have access to helicopters, nuclear weapons, fascistic political power, godlyke power or hookers). Moreover, one can assume that the basic laws that maintain social contract will remain in place - so you couldn't just run around the streets machine gunning racial minorities without facing serious legal repercussions. Further to this, I don't want to give the impression that I'm trying to support these rediculous arguments like "there is a direct correlation between violent behaviour and violent video games" - this isn't me trying to say that shooting people on the internet will make more people shoot each other IRL. No, what I'm more concerned about is how this new moral attitude might affect social moral opinion at large - such as decisions involving the economy, the environment, distant others (the case of poverty in other countries, for example), and more terrifyingly, foreign policy and war.
If the moral conditioning of a society takes place not just in the real world but also in escapist fantasy worlds where one's actions are essentially without consequence, time or place, and where one's actual social interaction is in itself largely cyberreal I would worry then about that society's ability to think consequentially about social morality - that is, I would worry about a society's ability to recognise when the outcome of their actions that would be appropriate on the internet would not be appropriate for real life. Let's take the case of war, as it is arguably the most awful of society's actions.
Even today warfare is becoming more and more virtual. Obviously I'm not going to make some patently false claim like "all soldiers do today is push buttons", but the battlefield of today is increasingly populated by unmanned weapon systems and fire-and-forget missiles, a soldier's battlefield skills and equipment are becoming more and more 'netrocentric' and the nature of warfare is itself shifting slowly from armour group maneuvering, shock and awe, counter terrorism and counter insurgency to firewalls, killware, cyberwarfare and cyberterrorism. The human element of warfare is slowly being replaced by the virtual human presence and the virtual battlefield. If in the future this increasingly virtual activity that nevertheless has very real consequences is combined with the consequenceless attitude of internet behaviour - and the same penchant for simulated violence and aggression that is the internet and its various activities - then one might have a situation in which war literally becomes as consequential as a video game. Sounds like a bit of a clusterfuck, really.
One might contend here that this doesn't matter: if it is the case that this "internet morality" has become the moral norm in the future then it has become that society's moral reality - hence, for them, these actions would not be wrong. However, with that said, I believe that we have a responsibility to safeguard the development of future generations - and I believe that this responsibility can only be realised by considering the society of the future in the moral context of today. That morality may change as time progresses, but we need a means of relating to the society of the future in order to act out our responsibility to them, and that can only come about if we consider them on the same moral grounds as we consider ourselves.
So, one obvious caveat here is that this situation is in no way guaranteed - or even likely. But it makes for an interesting - if disturbing - thought experiment, and I would contend that it is important for us to consider the direction in which the continued convergence of society and the internet is taking us because there can be little doubt that it is affecting the way in which we think and the way in which we view and engage with the real world. Perhaps it will be for the better, rather than like this dystopian vision that I've outlined - but regardless I think it's important that we consider current social developments in the context of where they may be leading us: it can be difficult to maintain an outside awareness of the direction of current social development as it is happening, and we cannot consider ourselves exempt from doing so.
Anyway, happy internets!
* From Joe Haldeman's Forever Free (1999) and Julie Bertagna's Exodus (2002).
** How fucking funny would it be if this species, which has survived famine, plague, natural disasters, war and pretty much everything that evolution, God and ourselves can throw at us, became extinct because we all became crap at talking to sexually compatible others? I'd find that funny.
*** As an experienced online gamer, I often wonder how it is that people who are new to the experience cope when they are first exposed to the cesspit of moral decay that is the online gaming community (I was never a noob). Obviously, it's no different than what takes place on a lot of the internet, but online gaming concentrates all of that shit into one competitive, often violent, environment. Anyone who played CS:S after the game's popularity peaked and map modding became really popular will know exactly what I'm talking about. FreddieW beautifully illustrates it thus:
**** Not actually true.
Yes, of course, I'm quite profoundly aware of the irony of this being written on the internet. I fucking love irony. If I could spread irony on my toast I'd bathe in it.
Listening to: the DJ Alex S 'My Little Pony' glitch remixes, Van Halen.
But seriously.