Read Present Shock: When Everything Happens Now Online
Authors: Douglas Rushkoff
Paul, Ron, 53
Perren, Jeff, 60
n
Pew Internet and American Life Project, 52
Pew Research, 51
Pinchbeck, Daniel, 253
Pinker, Steven, 227–28
planking, 43
plastic surgery, 149–51
play.
See
games
politics: citizen journalism and, 52–53; fractalnoia and, 209, 212, 216; generational issues and, 18; narrative collapse and, 7, 18, 28, 43–50, 52–53, 64, 67; overwinding and, 134, 157; real-time, 43–50.
See also
Occupy Movement
popular culture, 7, 23–34, 247.
See also
culture
pork belly trades, 185–86
post-traumatic stress disorder (PTSD).
See
stress
Prechter, Robert, 229–30
present/presentism: blocking out of, 17; digiphrenia and, 86; as form of time travel, 259–60; futurism and, 17; hunter-gatherer society in eternal, 76–77; impact of, 4; multiple timescales and, 135; narrative collapse and, 17, 31, 50; negation of, 85; new “now” and, 1–8; overwinding and, 141; past as wound up into, 156–57; real-time news and, 48.
See also
now
present shock: answers to, 8, 265–66; characteristics/manifestations of, 3–5, 6–7; as end of time, 252; as existence outside time, 251; hardest part of living in, 247; as temporally destablizing, 259.
See also specific manifestation
Prezi, 199–200
primitive societies, 100, 189.
See also
timescales
Prisoner’s Dilemma, 193, 194, 220, 222, 248
privacy, 158, 169, 204
production, 81, 127, 161–62, 165
productivity, 81, 82, 95, 98, 106, 111, 117, 143
programmers, 85, 87, 96–97, 98, 128, 231–32
programs, 84, 87, 93, 98, 101–2, 107, 113–14, 263
progress, 86, 253–54.
See also
change
Prometheus, 190
public, sophistication of, 45
public relations, 205, 207, 214, 217, 223
publishing, 97
Pulp Fiction
(movie), 30–31
Quetzalcoatl (Mayan god), 253
railroad industry, 82
RAM, 5, 140, 140
n
, 181–89
Ramo, Joshua, 236–37
RAND Corporation, 220–21, 225
The Real World
(TV show), 35–36
reality: apocalypto and, 262, 264; chronobiology and, 88; digiphrenia and, 113; fractalnoia and, 216–17; games and, 60; narrative collapse and, 50, 66; overwinding and, 165, 169; temporal, 165.
See also
reality television
reality television, 2, 35–43, 66, 136, 149–50
“The Relationship Economy” (Michalski), 238–39
religion, 8, 28, 76–77, 78–79, 101, 212, 260–62, 263–64
remote control: for television, 21; warfare by, 7, 120–22
Rifkin, Jeremy, 78–79
Rinne, April, 238
Ritalin, 92, 124
Rizzo, Albert “Skip,” 65–66
Roberts, Kevin, 211
Robertson, Joel, 102–3, 104
Romero, George, 249
RPG (role-playing game), 60–61, 62–63
runners, 101–2
Rushkoff, Douglas: car accident of, 65–66; father’s clock and, 83–84; first exposure to computers of, 230–31; Michalski meeting with, 237–38; TripTik experience of, 109; writing of book by, 264–65
Santa Fe Institute, 227, 228
schedules, digiphrenia and, 84, 85, 93–109
screech, fractalnoia and, 208, 210
SEALS, Navy, 136
Second Life, apocalypto and, 263
Second Life (online virtual world), 258
self: digital/virtual, 69–76, 88; representation of, 96.
See also
MyLifeBits; TheBrain
self-confidence, narrative collapse and, 53
self-consciousness, digiphrenia and, 111
self-determination, 66
self-interest/selfishness, 193–94, 221, 223, 248, 250
senses: conflict of, 109–10; digiphrenia and, 109–10, 114–15
September 11, 2001, 3, 10–11, 17–18, 48, 198, 207, 216
serious games, 63
Shaate Zadek Medical Center, 191
share/sharing: fractalnoia and, 203–5, 211, 238–40; overwinding and, 142, 155, 156, 169, 192, 194; sports and, 40.
See also
cooperation/collaboration
Sheen, Charlie, 31, 203, 219
Shirky, Clay, 93, 116
“Shooters” (game), 62
shopping.
See
consumers
short forever.
See
overwinding
SimCity (game), 62
Simmons, Bill, 41
simplification, 220, 247
The Simpsons
(TV show), 23, 25–26, 28
simulations, digiphrenia and, 84
singularity, 3, 8, 252, 253, 254, 256, 258, 260, 263
situation comedies, 30
skaters, 132–33
Skype, 70
Slavin, Kevin, 179–80
sleep, polyplastic, 95
smart phones, 83, 84, 99, 211
Smith, Adam, 226
Smith, Zadie, 34
soap operas, 33
social games, 62–63
social interaction: digiphrenia and, 85, 96, 109; overwinding and, 169, 184; television and, 24
social issues, games and, 63–64
social media/networks: fractalnoia and, 199, 204, 209, 211, 214, 215, 216–17; narrative collapse and, 64.
See also specific media/network
Somaspace.org, 103
The Sopranos
(TV show), 33, 39, 213
sound, digiphrenia and, 113, 114, 129
sports: digiphrenia and, 101–2, 103–4; as entertainment, 41; freestyle/extreme, 42–43; narrative collapse and, 39–43, 67; overwinding and, 131–33, 136; traditional team, 40–41, 42; values and, 40
spring-loading, 136–37, 176, 182, 184, 186, 187, 189, 190–92
Star Trek
(TV show), 16, 151, 152
stealth technology, 178–79
Steam (game platform), 217–18
Sternbergh, Adam, 151–52
Stevens, Hampton, 28
stock market.
See
financial world
storage: apocalypto and, 265; digiphrenia and, 77; fractalnoia and, 238, 240; of information, 5, 142–49; new “now” and, 4, 5; overwinding and, 136, 142, 143, 145–49, 171, 184, 186, 188, 189, 190, 194; of time, 141–49
store windows, 165, 166
storytelling: accelerating change and, 14–16; audience participation in creation of, 61, 63, 64; benefits of, 13–14; content of stories and, 22–23; as creating context, 13–14; as cultural value, 13; digiphrenia and, 72–73, 85; endings in, 32–34, 62; failure of, 18; as influencing the future, 16; and learning from earlier generations, 138; linear, 7; manhood and, 39; as means of storing information values, 16; mechanics of, 19–20; narrative collapse and, 7, 18–23; new “now” and, 6; overwinding and, 138; and perpetuation of story, 32–33; and players as story, 64; as predicting the future, 16; responses to living in a world without, 39–43; role of, 13; as spoofs, 28; structure and, 22; traditional linear, 18–34, 61, 62, 66; as way of experiencing world, 13–14; as way of talking about the world, 13.
See also
narrative collapse
stress: apocalypto and, 247, 250; on computers, 140
n
; digiphrenia and, 7, 73, 89, 100, 103, 121–22, 126, 128; narrative collapse and, 49, 65–66; overwinding and, 132, 136, 139, 140
n
, 144.
See also
tension/anxiety
Surowiecki, James, 228
sync, digiphrenia and, 100–101, 106, 109, 121, 122, 126, 127, 128
systems theory, 200, 226–28
Taleb, Nassim, 229
Tarantino, Quentin, 30
Taylor, Frederick, 81
Tea Party, 53–55, 264
technology: apocalypto and, 249–50, 254, 255, 256–58, 259, 260, 263; development of new, 192; digiphrenia and, 7, 93–109; exploitation of, 30; fractalnoia and, 231–32; interactive, 211; narrative collapse and, 20, 30; new “now” and, 3; as partner in human evolution, 256–57; time as a, 76–87, 88–90; unintended consequences of, 249–50.
See also type of technology
television: apocalypto and, 247–48, 250; audience for, 20–23; cable, 22, 55, 94, 216; captivity and, 21, 31; commericials on, 20–21, 167; fractalnoia and, 199, 210, 214; human interaction and, 24; humor on, 25; narrative collapse and, 20–28, 31, 32, 33–34, 35–50, 58, 66, 67; new “now” and, 2; news on, 43–50, 51, 54, 55; overwinding and, 167; popular culture and, 23–29; reality, 2, 35–43, 66, 136, 149–50; remote control of, 21; situation comedies on, 31; soap operas on, 33; storyless shows on, 23; zombies on, 247–48, 250
temporal diversity, 133–34, 139
temporal reality, 165
“tensegrity,” 104
tension/anxiety, 20, 21, 26, 33–34, 122, 194.
See also
stress
terrorism, 10–11, 17–18, 48, 203, 207, 246–47, 261.
See also
September 11, 2001
Tetlock, Philip, 232–33, 234
text: digiphrenia and, 114; invention of, 77–78; overwinding and, 142, 143; stages in human evolution and, 77–78; stored, 143
TheBrain, Michalski’s, 238, 239, 240
thinking, as collective activity, 203–5
time: chronobiology and, 87–93;
chronos,
112–20, 235–36, 259; digital, 7, 82–86, 112–20; end of, 3, 250, 252, 253–54, 262; as equivalent and interchangeable, 94; flowing, 141–42, 145–49; free of, 88; importance of, 199; as information, 86;
Kairos,
112–20, 236, 259; kinds of, 140–49;
time (cont.) linear, 3, 87, 113, 263–64; measurement of, 7; as money, 135, 170–80; new “now” and, 3, 6; no, 140; present shock as existence outside, 251; slowing of, 151; stored, 141–49; as a technology, 76–87, 88–90; 10,000-year spans of, 134, 140; zones of, 82, 111.
See also
calendars; clocks;
specific topic
time binding, 137–40, 194, 261
Time Dollars, 149
timescales: multiple, 131–37, 140–49; overwinding and, 7, 131–37, 140–49, 190; temporal diversity and, 133–34
Timewave Zero, McKenna’s, 252
Toffler, Alvin, 4, 9, 14–15, 16
trade, international, 80, 175
trading, investment.
See
financial markets
tragedy of the commons, 192–93
transparency, 64, 216, 222, 223
TripTik, Rushkoff’s experience with, 109
trucking industry, 127–28
Trump, Donald, 36
trust/distrust, 39, 53, 80–81, 171, 213, 233
truth, 50–51
Turner, Mark, 13
Turner, Ted, 46
28 Days Later
(movie), 249–50
28 Weeks Later
(movie), 249–50
Twitter: apocalypto and, 265; digiphrenia and, 72, 74, 99, 119; fractalnoia and, 203, 205, 210, 211; narrative collapse and, 47, 51, 64; new “now” and, 2, 3, 6; overwinding and, 142, 143; real-time news and, 47
Unabomber, 256
University of Southern California (USC), Institute for Creative Technologies at, 65–66
U.S. Behavioral Finance Group (JPMorgan Chase), 174
values, 7, 16, 40, 63, 64, 86.
See also
ethics; morality
Vietnam War, 29, 45
Vivos, 245
Walker, Alice, 18
The Walking Dead
(TV show), 247–48, 250
Wallace, David Foster, 34
Walmart, 159, 160
Wanamaker, John, 165
war, 7, 202, 225.
See also specific war
Wiener, Norbert, 224–25
Willis, Bruce, 30–31
Wilson, Woodrow, 45
The Wire
(TV show), 33, 199
Wired
magazine, 16, 124
women: as consumers, 166; kleptomania by, 166
work ethic, 12
World Bank, 173, 174
World Health Organization (WHO), 92
World War I, 45
World War II, 5, 12, 166, 225
World of Warcraft (game), 62, 88
Wozniak, Steve, 203
writers, 27, 34, 97–98
youth/young people, 3, 39–40, 51, 56, 58, 60, 67, 151, 204.
See also
generational issues
YouTube, 43, 47, 84, 154, 198, 236
yuppie hipster, 149–52
Zara, 127
Zemeckis, Robert, 29
zombies, 247–50, 264
Zoroaster, 261–62
*
Ironically, after I whimsically suggested this connection during a lecture tour in Europe, a French television producer tried it for real in a program called
The Game of Death
. Of course, in this case, the real victims were the people who believed they were the torturers. Under the approving watch of the producers, many contestants delivered what they believed to be lethal doses of electricity to hired actors.
*
Dungeons & Dragons was itself inspired by a set of rules written by Jeff Perren for people who played with miniature medieval figures, which was later expanded and published as the game Chainmail by Gary Gygax.
*
The discontinuous experience of leaving where you are online in order to go buy something somewhere else was never real, anyway. Websites don’t exist in particular places, and we don’t move anywhere as we click from one to the other.
*
Yes, when a computer runs out of active memory, special compensatory processes can take over that use extra space on the hard drive as makeshift RAM—virtual RAM. But the grinding sounds a hard drive makes under such stress, and the tendency for programs to run slow and hang under such conditions, just underscores how much better it is to use the appropriate kind of hardware for the job. Interesting, especially in a presentist, always-on world, RAM has proved much better at working as a hard drive than the other way around.