Comparison Essay (Eng Comp 1)
Electronic Interaction Is Making Americans Less Literate What is the Impact of Cyberlife?, 2008 Jeremy , "Virtual Companionship," , October 11, 2006. Reproduced byRifkin International Herald Tribune permission of the author.
is the author of Jeremy Rifkin The Age of Access and many other books about the impact of scientific, technological, and cultural changes on the economy, society, and the environment.
People all over the world are preoccupied with developing new technologies for communicating with one another, but while people are communicating more, they seem to be having more trouble expressing themselves. Furthermore, future generations seem doomed to lose emotional attachments with their fellow human beings. To help with this problem, researchers are trying to develop computerized virtual characters who can recognize human emotions and respond accordingly. Such technological pretensions are both sad and frightening.
Over the past 20 years or so [since 1986], we have been preoccupied with developing new ways of communicating with each other. Our cellphones, computers, Blackberries, text messaging, e-mail and the Internet connect 25 percent of the human race in a speed-of-light global village.
At the same time that we are connecting the central nervous system of our species in an electronic embrace, the human vocabulary is plummeting all over the world, making it more difficult to express ourselves. It appears that we are all communicating more, but saying less.
Declining Literacy, Growing Loneliness
According to a national survey conducted by the U.S. Department of Education [DOE], English literacy among college graduates has declined dramatically in the past 10 years [since 1996]. Only 31 percent of college graduates today are proficient in English literacy, compared with 40 percent just a decade ago. Grover J. Whitehurst, the director of the DOE Institute responsible for overseeing the National Assessment of Adult Literacy, said that he believes that literacy is declining as a result of the increase in television viewing and surfing the Internet.
Worse, it seems the more connected we are in our electronic landscapes, the lonelier we find ourselves. A study by the Kaiser Family Fund showed that American children now spend an average of 6.5 hours per day watching television, surfing the Internet, text messaging and playing with video games and other electronic media. More worrisome, the study found that most children interact with electronic media alone.
Our children are losing the emotional attachments that come with face-to-face participation with their fellow human beings. Nor are American youngsters an anomaly. Children in other high-tech countries are following close on the heels of their American peers. This new condition can be described as the "high-tech blues."
Virtual High-Tech Blues
Are future generations to be forever lonely? No, say the technological optimists. Engineers at some of the leading technology centers are feverishly working on the next generation of technological marvels to address our lonesome high-tech existence. The field is called "affective computing" and the goal is to create technology that can express emotion, interpret and respond to the emotions of their human handlers, and even establish a sense of intimacy with their human companions. Built-in cameras allow the computers to detect even subtle changes in facial expressions, which are then processed in real time, allowing the computer to recognize the emotional state of the person.
A growing number of young people find themselves enmeshed in virtual worlds where make-believe substitutes for real-life experience.
Rosalind Picard, one of the pioneer researchers in the field of "affective computing," reports on a study done at the [Massachusetts Institute of Technology] MIT Media Lab. A computerized virtual person named "Laura" plays the role of an exercise adviser, helping real-life subjects. Laura is capable of conversing and is able to use hand gestures, eye-gaze behavior, posture shifts, head-nods and facial expressions. Laura, like any good exercise trainer, provides feedback on their performance, helps them improve on their regimen, and gives empathetic verbal and facial feedback.
The reactions of the subjects are revealing. Compared with subjects interacting with a "non-relational" computer interface, a number of the subjects—but not all—working with Laura reported an emotional rapport similar with what one might expect with a real-life trainer.
Other experiments conducted at Stanford University report similarly positive results with empathetic embodied computer agents interacting with subjects, leading researchers to conclude that "embodied computer agents are indeed social actors in the truest sense of the word 'social,' capable of forming relationships with users comparable to those found in the world of human-human interactions."
It's hard to know whether to laugh off such technological pretensions as sadly pathological or whether to be truly frightened. There is no doubt that a growing number of young people find themselves enmeshed in virtual worlds where make believe subtitutes for real-life experience. With "affective computing" looming on the horizon, the truly lonely can look forward to interacting with silicon companions, programmed to empathize and even care.
Progress? Surely we can do better.
Further Readings Books
Thor Alexander, ed. . Hingham, MA: Charles River Media, 2005.Massively Multiplayer Game Development 2
Craig A. Anderson, Douglas A. Gentile, and Katherine E. Buckley Violent Video Game Effects on Children . New York: Oxford University Press, 2007.and Adolescents: Theory, Research, and Public Policy
Jack M. Balkin and Beth Simone Noveck, eds. . New York:The State of Play: Law, Games, and Virtual Worlds New York University Press, 2006.
Richard A. Bartle . Indianapolis, IN: New Riders Publishing, 2004.Designing Virtual Worlds
John C. Beck and Mitchell Wade .Got Game: How the Gamer Generation Is Reshaping Business Forever Boston, MA: Harvard Business School Press, 2004.
David Bell, Brian D. Loader, Nicholas Pleace and Douglas Schuler, eds. .Cyberculture: The Key Concepts New York: Routledge, 2004.
Brenda Brathwaite . Boston, MA: Charles River Media, 2007.Sex in Video Games
Paul Carr and Graham Pond . New York: St. Martin's Press,The Unofficial Tourists' Guide to Second Life 2007.
Edward Castronova . New York: PalgraveExodus to the Virtual World: How Online Fun Is Changing Reality Macmillan, 2007.
Heather Chaplin and Aaron Ruby Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the . Chapel Hill, NC: Algonquin Books, 2005.Videogame Revolution
Robbie Cooper, Julian Dibbell, and Tracy Spaight . London, U.K.: ChrisAlter Ego: Avatars and Their Creators Boot, 2007.
Julian Dibbell . New York:Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot Basic Books, 2006.
James Paul Gee . New York: PalgraveWhat Video Games Have to Teach Us About Learning and Literacy Macmillan, 2003.
Henry Jenkins . New York: New York UniversityFans, Bloggers, and Gamers: Exploring Participatory Culture Press, 2006.
Steven Johnson Everything Bad Is Good for You: How Today's Popular Culture Is Actually Making Us . New York: Riverhead Books, 2005.Smarter
R. V. Kelly II Massively Multiplayer Online Role-Playing Games: The People, the Addiction and the Playing . Jefferson, NC: McFarland, 2004.Experience
Brad King and John Borland Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to . Emeryville, CA: McGraw-Hill/Osborne, 2003.Chic
Raph Koster . Scottsdale, AZ: Paraglyph Press, 2005.A Theory of Fun for Game Design
David Kushner . NewMasters of Doom: How Two Guys Created an Empire and Transformed Pop Culture York: Random House, 2003.
Marc Prensky "Don't Bother Me Mom, I'm Learning!": How Computer and Video Games Are Preparing Your . St. Paul, MN: Paragon House, 2006.Kids for Twenty-First Century Success and How You Can Help
Joost Raessens and Jeffrey Goldstein, eds. . Cambridge, MA: MITHandbook of Computer Game Studies Press, 2005.
Michael Rymaszewski, et al. . Indianapolis, IN: Wiley Publishing, 2007.Second Life: The Official Guide
Ralph Schroeder and Ann-Sofie Axelsson, eds. Avatars at Work and Play: Collaboration and Interaction in . Dordrecht, Netherlands: Springer, 2006.Shared Virtual Environments
David Williamson Shaffer . New York: Palgrave Macmillan, 2006.How Computer Games Help Children Learn
John Suler , revised version, 2007. The Psychology of Cyberspace www-usr.rider.edu/ ~suler/psycyber/psycyber.html.
Mark J. P. Wolf and Bernard Perron, eds. . New York: Routledge, 2003.The Video Game Theory Reader
Periodicals Susan Arendt "Doctor Urges AMA to Recognize Game Addiction as a Disorder," , June 14, 2007.Wired
Alicia Ault "Turn On, Tune Out, Get Well?" , October 4, 2005.Washington Post
Jack Balkin "Virtual Liberty: Freedom to Design and Freedom to Play in Virtual Worlds," ,Virginia Law Review 2005.
Celeste Biever "The Irresistible Rise of Cybersex: From Full-on Encounters to Online Dating with a Twist, Simulated Sex is on the Up in Mainstream Gaming," , June 17, 2006.New Scientist
Kyle Brazzel "Multiplayer Mania: In Some Circles, Tragic Headlines Have Sparked Alarms About 'Addiction' to Online Video Games," , March 28, 2007.Arkansas Democrat-Gazette
Leslie Brody "Can You Be a Video-Game 'Addict'?" , August 19, 2006.Seattle Times
John Seely Brown and Douglas Thomas "You Play World of Warcraft? You're Hired!" , April 1, 2006.Wired
Business Wire "Gartner Says 80 Percent of Active Internet Users Will Have a 'Second Life' in the Virtual World by the End of 2011," April 24, 2007.
Edward Castronova "On Virtual Economies," , December 2003.Game Studies
Marcus D. Childress and Ray Braswell "Using Massively Multiplayer Online Role-Playing Games for Online Learning," , August 2006.Distance Education
Current Events "Living a Second Life: Virtual Worlds Create New Reality," January 22, 2007.
Sara de Freitas and Mark Griffiths "Online Gaming as an Educational Tool in Learning and Training," British , June 2007.Journal of Educational Technology
Julian Dibbell "The Unreal Estate Boom," , January 1, 2003.Wired
Economist "A Model Economy," January 22, 2005.
Economist "Breeding Evil? The Real Impact of Video Games," August 6, 2005.
Anthony Faiola "When Escape Seems Just a Mouse-Click Away: Stress-Driven Addiction to Online Games Spikes in South Korea," , May 27, 2006.Washington Post
Allison Fass "Sex, Pranks, and Reality," , February 7, 2007.Forbes
Alison George "Striking Out for the New Territory," , October 21, 2006.New Scientist
Mark D. Griffiths, Mark N. O. Davies, and Darren Chappell "Breaking the Stereotype: The Case of Online Gaming," , November 2003.CyberPsychology & Behavior
Cathy Lynn Grossman "Net Faithful Find Second Life," , April 2, 2007.USA Today
Paul Ryan Hiebert "Games for People Who Want to Change the World," ,Canadian Dimension November-December 2006.
Becky Hogge "Virtually the Same as Normal: Many Are Turning to Second Life Just as It Starts to Mirror the Real World," , October 30, 2006.New Statesman
Moon Ihlwan "South Korea: Video Games' Crazed Capital," , March 26, 2007.Business Week
James D. Ivory "Still a Man's Game: Gender Representation in Online Reviews of Video Games," Mass , Winter 2006.Communication and Society
David R. Johnson "How Online Games May Change the Law and Legally Significant Institutions," New York , 2004-2005.Law School Review
F. Gregory Lastowka and Dan Hunter "The Laws of the Virtual Worlds," University of Pennsylvania Law
School Public Law and Legal Theory Research Paper Series, May 2003.
Carrie Levine "Schools, Libraries Finding Second Life in Second Life: Groups Test Waters of Online 'Metaverse'," , February 10, 2007.Charlotte Observer
Steven Levy, et al. "Living a Virtual Life," , September 18, 2006.Newsweek
David Lipke "Big Game Hunters," , February 12, 2007.Daily News Record
Regina Lynn "Second Life Gets Sexier," , August 25, 2006.Wired
Michel Marriott "We Have to Operate, but Let's Play First," , February 24, 2005.New York Times
PC Advisor Staff "Three Minutes With: Second Life Exec," , April 21, 2007.PC World
lvars Peterson "Games Theory: Online Play Can Help Researchers Tackle Tough Computational Problems," , March 17, 2007.Science News
Jonathan Rauch "Sex, Lies, and Video Games," , November 2006.Atlantic Monthly
Cynthia Reynolds "Videogame Widows," , January 16, 2006.Maclean's
Bonnie Ruberg "Sex in Games: It's a Turn-On," , June 13, 2006.Wired
Richard Siklos "A Virtual World but Real Money," , October 19, 2006.New York Times
Mike Snider "Video Games Actually Can Be Good for You," , September 27, 2005.USA Today
Joel Stein "My So-Called Second Life," , December 16, 2006.Time
Kurt Squire and Constance Steinkuehler "Meet the Gamers: They Research, Teach, Learn, and Collaborate. So Far, Without Libraries," , April 2005.Library Journal
Chris Suellentrop "Playing with Our Minds," , Summer 2006.Wilson Quarterly
Aimee Tompkins "The Psychological Effects of Violent Media on Children," , December 14,AllPsych Journal 2003.
Monica T. Whitty "Pushing the Wrong Buttons: Men's and Women's Attitudes Toward Online and Offline Infidelity," , December 2003.CyberPsychology and Behavior
Dmitri Williams "Excessive Online Gaming," , August 18, 2006.Washington Post
Dmitri Williams "Groups and Goblins: The Social and Civic Impact of an Online Game," Journal of , December 2006.Broadcasting & Electronic Media
Dmitri Williams and Marko Skoric "lnternet Fantasy Violence: A Test of Aggression in an Online Game," , June 2005.Communication Monographs
Wylie Wong "Gaming in Education," , May-June 2007.EdTech
Nick Yee "The Labor of Fun," , January 2006.Games and Culture
Internet Resources Andrea Lynn "No Strong Link Seen Between Violent Video Games and Aggression," ,www.physorg.com August 11, 2005.
Grace Wong "Educators Explore 'Second Life' Online," , November 14, 2006.www.cnn.com
Web Sites The Daedalus Project Web site: The Daedalus Project is an ongoing study ofwww.nickyee.com/daedalus.
the psychology of more than 40,000 MMORPG players directed by Stanford University researcher Nick Yee, an expert on online games and immersive virtual reality. An extensive library of Yee's reports on the results of his research and a lexicon of MMORPG terms and abbreviations are available at this site.
GameDev.net Web site: GameDev.net claims to be the leading online community forwww.gamedev.net. game developers of all levels, from beginners to industry veterans. According to its published numbers, over 350,000 developers from around the world take advantage of the frequently updated developer news, thousands of articles and tutorials, and active forums on its Web site.
MMOGChart.com Web site: This Web site provides an ongoing, unbiased analysis ofwww.mmogchart.com. the numbers of people participating in MMOGs. Site author Bruce Sterling Woodcock is an independent MMOG consultant who has been active with MUDs and a variety of other online communities since the early 1990s. The Web site provides detailed reports and charts that describe and illustrate Woodcock's research into MMOG subscription numbers and growth rates worldwide.
Terra Nova Web site: Terra Nova is a Web log that offers news and manyhttp://terranova.blogs.com. contributors' opinions regarding the social, economic, legal, psychological, and political aspects of virtual worlds.
Full Text: COPYRIGHT 2008 Greenhaven Press, a part of Gale, Cengage Learning.
Source Citation: Rifkin, Jeremy. "Electronic Interaction Is Making Americans Less Literate." International
(11 Oct. 2006). Rpt. in Ed. AndreaHerald Tribune What is the Impact of Cyberlife? Demott. Detroit: Greenhaven Press, 2008. At Issue. Gale Opposing Viewpoints In
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