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    Present Shock: When Everything Happens Now

    Page 31
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      Moore, Gordon E., 9

      Moore’s Law, 9

      morality, 37–38, 250, 259, 260. See also ethics; values

      Moritz, Michael, 236–37

      mortgages, 5, 168, 174, 175, 176, 177–78, 229, 247

      movies: apocalypto and, 247, 248–50; chronobiology and, 88; copies of, 71; digiphrenia and, 84, 101; fractalnoia and, 209; narrative collapse and, 28–32, 58, 67; zombie, 247, 248–50

      Moyers, Bill, 13

      MTV, 23, 35–36, 143, 154

      multitasking, 3–4, 122–26

      Museum of Modern Art (New York City), 154–55

      music: illegally downloading, 192–93; time/sound and, 114

      MyLifeBits (Microsoft project), 239–41

      Mystery Science Theater 3000 (MST3K) (TV show), 24–25, 201

      myths: apocalypto and, 263; brand, 210, 212; digiphrenia and, 76, 78, 111; fractalnoia and, 210, 212–13; narrative collapse and, 13, 16, 39, 64; new “now” and, 4; overwinding and, 164–65, 167, 190

      narrative collapse: apocalypto and, 245; change and, 9–10, 14–16; culture and, 12, 13, 30; digiphrenia and, 73; fractalnoia and, 212; games and, 58–66, 67; initial reactions to, 66; as manifestation of present shock, 7, 9–67; millenium and, 10–11; movies and, 28–32, 58, 67; new “now” and, 2, 4, 6; 1965 events and, 14; 1990s and, 9–10, 38–39; now-ist pop culture and, 23–34; Occupy Movement and, 18, 55–58; real-time news and, 43–50; and responses to living in a world without narrative, 39–43; sports and, 39–43; television and, 20–28, 31, 32, 33–34, 35–50, 58, 66, 67; terrorism and, 10–11, 17–18, 48; traditional storytelling and, 18–34.

      See also storytelling; specific topic

      Nash, John, 221

      Nass, Clifford, 123

      National Aeronautics and Space Agency (NASA), 89–90, 223

      National Football League, 41

      Nazi Germany, Milgram’s research about obedience in, 37

      New Aesthetic, 96

      news: continuous cycle of, 54; fractalnoia and, 201–2, 216; narrative collapse and, 43–50, 66; overwinding and, 141–42, 143; public confidence in reporting about, 51; real-time, 43–50; stored, 143.

      See also blogs; Internet; newspapers; television

      newspapers, 44

      Nisbett, Richard, 234–35

      nonverbal communication, 126, 150

      now: acting, 159–69; long, 140–49, 193, 194; new, 1–8; as nonexistent, 6; and now-ist popular culture, 23–34.

      See also present/presentism

      Obama, Barack, 18, 56, 198

      obsessive short, 140

      Occupy Movement, 18, 55–58, 64, 161, 216, 264

      Olympic Sports Medicine Committee, U.S., 102

      Omega. See Alpha-Omega framework

      Ong, Walter, 77

      Opera Solutions, 158

      opinions, 50–51

      Ottoman Empire, 172–73

      overwinding: acting now and, 159–69; algorithms and, 178–79, 180, 181, 182, 183; “always-on” philosophy and, 102, 186; apocalypto and, 245, 261; change and, 141, 167; consumers and, 159–69; definition/characteristics of, 1–2, 135–36, 140, 151, 153, 157, 159; kinds of time and, 140–49; long now and, 140–49, 193, 194; makeup and, 149–59; as manifestation of present shock, 7, 131–95; mashup and, 149–59; memory and, 140, 155–57, 181–89; money and, 145–49, 170–80; obsessive short and, 140; ownership and, 168–69; spring-loading and, 136–37, 176, 182, 184, 186, 187, 189, 190–92; storage and, 136, 142, 143, 145–49, 171, 184, 186, 188, 189, 190, 194; temporal diversity and, 133–34, 139; time binding and, 137–40, 194; time as money and, 170–80; timescales and, 7, 131–37, 140–49, 190; winding up and, 189–95.

      See also specific topic

      ownership, 168–69, 204

      pacing: collaborative, 100–101; digiphrenia and, 74, 93–109; importance of, 8; multiple timescales and, 135; overwinding and, 135, 141, 170

      paranoia, 204, 218, 222, 240–41, 250, 261

      patterns: apocalypto and, 251, 263, 264; fractalnoia and, 7, 197–205, 209, 216, 217–19, 229, 230–41; generating of, 217–19; as nonexistent, 201, 202; recognition of, 7, 219, 230–41, 264

      Paul, Ron, 53

      Perren, Jeff, 60n

      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, 140n, 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 an
    d, 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, 140n; digiphrenia and, 7, 73, 89, 100, 103, 121–22, 126, 128; narrative collapse and, 49, 65–66; overwinding and, 132, 136, 139, 140n, 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, 17
    4

      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.

      * An online virtual world

      Table of Contents

      TITLE PAGE

      COPYRIGHT

      DEDICATION

      CONTENTS

      PREFACE

      CHAPTER 1 — NARRATIVE COLLAPSE

      CHAPTER 2 — DIGIPHRENIA: BREAKING UP IS HARD TO DO

      CHAPTER 3 — OVERWINDING: THE SHORT FOREVER

      CHAPTER 4 — FRACTALNOIA: FINDING PATTERNS IN THE FEEDBACK

     


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