In 1908, E.M. Forster penned a short story, "The Machine Stops," that was first published in The Oxford and Cambridge Review in 1909. The story is of a future where humans live beneath the Earth's surface and reside in tiny, individual rooms with little to no physical human interaction. "The Machine", a virtualized and quasi-sentient technological construct caters to humanity's every need:
- Someone feels ill, a medical system comes out of the wall and feeds the appropriate medicine
- Physical contact is generally abhorred, people communicate "ideas" through a virtual network of holographic immersion
- When someone is hungry, food is provided through tubes
- When someone is tired, a bed (tailored to their personal tastes) floats out of the wall
- When someone is near death, the Machine grants their request for euthanisation (as long as the death rate doesn't exceed the birth rate)
- Physical strength and fitness is not only a rarity, it's considered a dangerous trait in young children
While this may not seem like a ground-breaking concept in an era of "The Terminator" and "The Matrix," it was absolutely revolutionary in 1908.
- Television hadn't been invented (Campbell-Swinton and Rosing had both posited the use of cathode ray tubes for image transmission in 1907).
- Rotary telephones weren't standardized until the following year.
- Konrad Zuse wouldn't invent the Z1 for almost 30 years.
- Bob Metcalfe wouldn't pen the 'Ethernet Memo' for another 65 years.
Yet, Forster was forewarning us about the dangers inherent in our growing obsession with technology and virtual interaction.
Without sounding alarmist (I am, after all, a technologist to my core and fan of just about every technology gadget I've come across), Forster's story resonates with me more and more as I step back and look at societal trends:
- We're all carrying iPods with hundreds of hours of music, podcasts and movies at our disposal
- Bluetooth headsets are a fixture on our ears
- Online advertising is growing exponentially and virtually every media and technology company is focused on how to extend that model because that's where our eyeballs are these days
- We no longer are content to sit and watch TV on our couch, but we want our favorite TV shows and movies available on any device, at any moment
- Myspace has 70+ million registered members, gets more than 20 million page views a day, and is the 5th-largest website according to Comscore Media Metrix
- 85% of U.S. college students have accounts at Facebook, spend (on average) more than 50 minutes per day on the site, and 70% of students say they visit the site at least once a day
- According to GameDaily, upwards of $880 million has been spent on imaginary goods and services for use in MMOs
- World of Warcraft has more than 5 million subscribers, paying $13.99 (or more) a month for the right to immerse themselves in the virtual world
- Linden Labs' Second Life has grown to 170,000 users and raised a big VC round (and was the subject of a BusinessWeek cover story for its real world economics)
- On average, MMO players spend 22 hours per week inside the virtual world of their choice
Meanwhile, obesity rates in children have doubled, and 60% of Americans are overweight...
When is enough, enough? At what point does our consumption of media, gaming, the Internet and virtual environments start eroding the fabric of our society? Is interacting inside a MMO, or spending 10 hours a day on MySpace and Facebook simply an evolution of face-to-face human contact, with its own benefits and challenges? Can we rely on our children to police themselves and strike a balance?
I'm not sure I have the answers. But I do know that we need to collectively do a better job of maintaining a balance. Human interaction is vital. Even today, most business deals are done face-to-face. Sure, people may buy goods and services online, but strategic partnerships, large sales agreements, hirings, firings, acquisitions are still primarily done face to face.
So here's some free advice from me to you. For every IM chat or Skypecast you engage in, end the call with definitive plans to meet face-to-face. The next time you're on a train, bus or in an airport, take five minutes to look around, or strike up a conversation with someone nearby instead of popping in yet another movie into your PSP. Rather than impressing the "hot girl" in Facebook, ask her out for a drink at a real bar on your campus. After you download the latest music video to your iPod, buy some tickets for the band's next concert. Instead of spending another two hours on your favorite message board forum, attend a lecture or gallery opening or charity benefit. Every time you level up in WoW, do 50 push-ups or sit ups. Take your kids to a park, a ball game, the beach, the mountains. Go for a jog. Surprise your wife with a vacation to that place you read about online the week before.
Note: The crews at Terra Nova and The Daedalus Project have devoted a wealth of time and energy on the virtual world phenomenon, they're worth adding to your blogroll if this topic interests you.
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