Exodus to the Virtual World: Policy, Fun, and an Alternative View of Castranova’s New Book

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Exodus to the Virtual World is an intriguing, thought-provoking and in many ways brilliant book that is a wake-up call to the power of virtual worlds as the source of real world change and lessons for policy-makers. It also leaves me feeling queasy in its argument that the lessons of “fun” from virtual worlds should be a source of serious consideration by governments.

Not to put too fine a point on it, but Castranova’s arguments if taken to one logical extension are for the brainwashing of citizens through a system of rewards (working on the concept of bypassing emotion by working directly on motivational systems) under the (hopefully) benevolent rule of policy-setting agencies (advised by enlightened economists) whose sole motivations will be to try to retain their user base (people in the real world) by competing directly with environments where “fun” is the name of the game (although I thought the name of the game for most platform owners was subscription revenue, but in any case).

This obviously isn’t the extension that’s intended. More likely Castranova had in mind what B.F. Skinner said: “People ARE manipulated. I just want them to be manipulated more effectively.”

I am not an expert
OK, so let me start by saying I don’t have the background, training, education or insight to contribute much to a discussion led by an economist who has done so much to widen our understanding that what happens in virtual worlds is not somehow a ‘fantasy’ – that real ecomomic value is created, that “an object is an object” whether we value it in gold pieces or US dollars.

My thoughts and feelings are user-based. And maybe because of this, I arrive at Castranova not as game designer, policy-maker, politician, psychiatrist or educator – I arrive as a user.

I want to get that out of the way because there’s so much to commend about Exodus to the Virtual World. Using virtual worlds as a laboratory from which we can take lessons, gain insight, and generate ideas for policy and improvements to societies is, to my mind, a great part of their purpose. I’ve come to believe the following:

- That synthetic worlds are a new platform for collaboration, creativity, and experience that will grow, much as Castranova predicts, and unalterably change society
- That as a new platform, and because of their nature, this will raise new questions and problems about identity, jurisdiction, law, privacy, and how value is created
- That synthetic worlds are one stream, however, in a much wider trend in which the tools of the social Web, the open source movement, and the facilitation of global collaboration without regard to national borders, are leading to changes in social networks, the structure of corporations and, inevitably, the role of governments.

I make these points because as I was reading Exodus to the Virtual World I couldn’t help thinking about it on two levels: one, within the domain of virtual worlds themselves and the lessons for policy, and second within a broader picture of these trends and forces and how I personally feel about the changes brought by new tools for collaboration and the creation of content and value.

The Exodus Theory
Others have commented and reviewed Castranova’s book, so I won’t give a detailed summary. Perhaps the best review, which was fairly glowing within the context of pointing out that the book is in many ways speculative, was on Business Communicators of Second Life. (Come back once you’ve had a glance if you haven’t read the book).

But here’s MY quick take of Castranova’s “prediction machine” (p xviii):

- Technology has improved, virtual worlds are getting better and game developers have learned over time how to make them FUN
- More and more people will spend time in virtual worlds because in many ways it offers better value for the time spent than the real world
- While there are serious dollar values within virtual worlds, value is also defined economically as being a choice between competing options for time and attention
- Because more people will spend time in these places, this will cause massive societal changes
- If that’s true, then policy-makers had better pay attention – their citizens will start withdrawing from other forms of participation in society
- In paying attention, these same policy makers would be wise to draw lessons from virtual worlds and see how they could apply them to the real world.

Simple enough. And profound, perhaps BECAUSE it’s so simple. Castranova has extended the lessons he previously drew in Synthetic Worlds that what happens in virtual worlds is very real, and that therefore the platform developers should take them seriously, hiring economists and experts to help craft virtual world policy. Now, he makes a further argument that the “real world” needs to tap into the insights of virtual world experiences to help craft new process and policy to help make societies better and, in his construct, more fun.

And that’s where I start to feel a little uneasy.

Valuable Lessons for Government, Individuals and Corporations
But first, I WILL say that it’s not that some of Castranova’s recommendations don’t have merit. For example, he argues that education will need to radically change. Kids who are weaned on Habbo Hotel will have pretty short attention spans, and the “teacher on the dias” model of education will need to change. Prototyping will need to become a norm.

If you want to stimulate discussion around new business models, approaches to government, or creating a not-for-profit enterprise there’s lots of food for thought, and if nothing else the book helps to challenge our assumptions about how things “should” be organized. But I have a few problems with some of the reasoning, and in particular when Castranova talks about the theory of fun.

Castranova’s Thoughts on Fun
Castranova’s main argument is for society to look at virtual worlds and to take lessons from how they create experiences that are fun for users. There are cautions in his arguments, so don’t get me wrong – his glasses may be rose-hued but that doesn’t make them rose colored. But let me pull a few quotes here from his section where he outlines a Theory of Fun and talks about the psychology of pleasure. Excuse me if I add my own emphasis:

“Clearly, it is a challenge to make people happy through manipulation of the social order. Yet this is precisely the challenge that virtual-world designers have faced and mastered.”

“There is also a distinct relationship between motivational systems and human emotions. For one thing, emotions come later…stimuli that engage the motivational system more powerfully will have a greater effect on the emotional system….In other words, the game is designed to be so enjoyable and fun that you lose yourself in it.”

“This is clearly a fast-moving field, but the point is, joys, and probably fun too, can be obtained and even increased when a person’s environment is correctly designed.”

“Indeed, linking together games would be one way to make flow happen more or less continually…”

“….fun is the mental state that games produce….Very few mental resources have to go into processing these symbols…Virtual worlds are nothing but fun, by design.”

So, one read of Castranova is the following: fun is good, because we like to feel flow and happiness; virtual world developers have learned a lot on how to create and manipulate environments to maximize fun; therefore, if governments took these same lessons and applied them to society at large, we would all have a lot more FUN in real life.

Let me throw out another quote:

The intent is to change a mind so that its owner becomes a living puppet – a human robot – without the atrocity being visible from the outside. The aim is to create a mechanism in flesh and blood, with new beliefs and new thought processes inserted into a captive body. What that amounts to is (a race) always amenable to orders, like an insect to its instincts. (Edward Hunter, Brainwashing)

In the Wrong Hands
Susan Greenfield speculated in Tomorrow’s People that mass media technologies could create increasingly infantilized, stimulus-driven, and asocial consumers whose every need is anticipated and provided by endlessly watchful information technologies. Castranova argues (albeit with a follow-up statement of concern for families) that improved artificial intelligence in virtual worlds (NPCs etc) can provide users with a constant stream of emotional and reward feedback to fulfill their requirement to feel part of a community, and to feel they are “progressing” – and that this is a GOOD thing. Perhaps this would end up meaning that we’d no longer have to seek out fun on our own. Games will provide all the emotional nourishment we need. And in Castranova’s view, even the real world will start to “get with the game” and provide the stimuli to make sure that our need for constant flow, for constant fun, is forever maintained.

I don’t argue that it would be nice if life were more fun. I think it would be great, as Castranova proposes, if getting a driver’s license wasn’t an exercise in pain but took the lessons of game environments and the idea of rapid prototyping to make it – well, to make it more fun. But in his definition, fun is primarily stimulated by acting on motivational (almost instinctive or reflective) systems, such that the emotional experience that follows is past control.

But designing a fun society because we need to RETAIN users from their exodus to virtual worlds, and doing so by learning how to employ the techniques perfected by game developers (quests, rewards, levelling, positive feedback through AI, and social systems “different” from the real world) strikes me as leading us down a dangerous path. I’m sure that most game developers are upright, honorable people. I’m sure that the much discussed play-testing of Halo, for example, was all about increasing FUN and NOT about how to keep users engaged for the longest possible period of time – to keep them hooked to the fun. I’m sure that most users would say that game developers and platform owners such as Linden Labs are shining examples of good governance whose sole motivation is user fun – and that this fun is never at the expense of individual or social rights, and is never towards the purpose of keeping attention, time, and taking as much of a user’s money as possible.

But what about those future nefarious platform owners who don’t listen to their user’s concerns or complaints? What about governments who take these same tools of how to stimulate and feed their citizens in a well-designed Pavolvian motivational/emotional feedback system and then extend it into continually adding new upgrades and expansion packs until – well, until perhaps we’re unable to leave at all?

What We NEED To Learn
I am not saying that Castranova’s book makes an argument for using the tools of synthetic worlds to learn how policy makers can better implement reward systems towards brainwashing citizens into a state of perpetual flow or happiness. I argue instead that as virtual worlds grow, and as the ‘exodus’ continues, the social upheaval WILL awaken today’s stakeholders. Those who are threatened – whether governments (isn’t China in the process of building the largest virtual world space?), corporations (isn’t Disney spending $100M on virtual worlds aimed at kids?) and others.

Castranova argues that policy-makers should look to virtual worlds for lessons on how to bring more FUN into life. His main focus is the gaming environments like EQ, Warcraft, etc. and I’d argue first that the future is in other 3D environments without the reward systems that he’s such a fan of as sources of ‘fun’, but that’s an argument for another day (I’d also argue that he’s overlooking the fact that people will not just “leave” real life to spend time in virtual worlds, but that real life itself will become increasingly virtual through augmented reality).

I would argue that there’s a far more significant discussion to have. Platform owners and developers have, until now, had carte blanche to rule their worlds however they like – in spite of giving the illusion in many cases of user feedback and communities. Castranova assumes that power will rest in the hands of government and platform owners. If true, and if real world policy makers try to embed “fun” within their ways of relating to societies, then we’re in for a scary ride.

His theory on the face of it sounds like it makes sense: virtual worlds have perfected fun, to the point where more and more people are escaping to those worlds and in some cases leaving the real behind altogether. Learn from this and make life more fun. But what if it IS China who’s controlling all those levers of fun that Castranova thinks policy makers should grab hold of?

I wonder, and it’s just a question – I wonder whether it might not also be useful to think about and learn from how platform owners maintain control, influence, stifle dissent, manipulate, and police? I wonder whether today’s participants in virtual worlds might have some ideas on how these “designers of fun” have also abused those powers? And thus not only provide lessons to the real world on how governments can learn new ideas and approaches to policy-making, but also learn what we DON’T want them to do?

Just a thought.

4 Responses to “Exodus to the Virtual World: Policy, Fun, and an Alternative View of Castranova’s New Book”

  1. Prokofy Neva Says:

    I’m so glad you see the creepiness in Castronova’s definitely creepy arguments. It’s so necessary for more and more critics of this sole voice on the scene to come forward and challenge a lot of the really nasty consequences of this elitist ideology privileging game gods without checks and balances.

    I really took him to task here:

    http://secondthoughts.typepad.com/second_thoughts/2007/11/troll-at-the-br.html
    http://secondthoughts.typepad.com/second_thoughts/2007/11/ted-castranova.html

    I frankly think we need to yell long and hard about economists-turned-ludologists who think games and worlds are a great way to tap into reptile-brain impulses in human beings and addict them to behaviours in games and worlds run by artificial intelligences that are in fact merely the tools of coders with oppressive and even totalitarian views. He’s far too supportive of these sorts of scenarios, and wants to take the medieval law of MMORGPs and push it into real life — where it was banished centuries ago with what we like to call “The Enlightenment”.

    Marshall McLuhan said education would need to change due to the awesome impact of technology, or rather, traditional education was ineffective and would be chasing uneducable kids — but that was 40 years ago. The question isn’t to report on this anymore but to do something about it, and do something demonstrably effective, other than make some silly politically-correct “serious game”.

    Ted’s idea was to have people get jobs the way they get quests, with little NPCs showing up to offer them jobs in real life if they could accomplish certain tasks. My God, as you say, who will do all this indulging of all these entitlement-happy freaks created by virtuality?!

    I was so thrilled the first time I heard Castronova speak and take virtual economies seriously, speak of the naturally, say in 2004 that the only thing odd about his topic “virtual stock exchanges” was that in 20 years, the adjective “virtual” wouldn’t be tacked on; it would be just the way all stock exchanges were. And yet…now they are crumbling in Second Life as a victim of policy, not law, and fear of regulation, not the chasing of virtual worlds by real-life law enforcers, which he fears — and I guess he imagines he can create a realm strong enough to evade.

    Castronova is also far too welded to game-games, not the games of worlds, or open-ended virtual 3-d platforms like Second Life. He just hasn’t had enough experience with it. It’s like…too much real life.

    I think you have to be more than queasy about totalitarian wannabee game gods with experts like Castronova serving them — you have to be standing up and fighting.

    I don’t want the values of MMORPGs — sychophantic fanboyz, toadying resmods and wizards, arrogant game devs, dismissive “code-as-law” and “information-wants-to-be-free” criminality to start holding sway over real life — and the culture already does in many areas.

    What I do have to wonder about is the premise that such large portions of populations will “escape to virtual worlds” that there will be no one to run the factories and keep the electricity turned on. The reality is that as much as these games and worlds have booming populations, they also don’t have “everybody” like the Internet. Or they don’t have them 24/7. Or they don’t have them such that people all quit their day jobs and sit at home all day levelling up. In part because they are worlds that don’t really capture people’s imagination or effort, as they are those droning and dreary skill=grinding and war-fighting games that Ted loves.

    And another important point: I think we can’t look at artificial intelligence as some kind of abstraction, some kind of “technology”. Artificial intelligence is a manifestation of an elitist movement in society that has the power to code, and code power over all in their realm. AI is an extension of rule, not something separate from it. It’s character isn’t ’science’; it’s nature is cultural and political. This is often overlooked, as people imagine AIs will only be helpful librarians at your elbow, and not bots blocking you from accessing content or expelling you from groups, which is what happens in Second Life. AIs don’t acquire purity because they are automatic; they are creatures of the coding elite, and it is shaped by a culture that is making you queasy.

    I think what’s important about Castronova’s two books, which are indeed seminal in this field, is that they indicate serious study and the creation of a system of thought about virtuality. Now we need 100 other thoughts and systems and schools to spring up, too, so that this “early adapter” doesn’t hold sway without challenge. There’s no reason why we all have to live like orcs in WoW or avatars keeping our mouths shut in Linden townhalls.

    It’s only because of the newness of this field that it is so bereft of any critical challenge to Castronova. So I have felt I had to make a special effort to criticize him very hard. I find him frankly unconvincing as an economist of virtuality if he dismisses SL so glibly. It’s appalling. I guess it’s too real or too complex for him.

  2. Forrester on Second Life: Employing Millenials « Dusan Writer’s Metaverse Says:

    [...] This is an interesting pick-up from Castranova’s idea of an Exodus to Virtual Worlds, which I posted about last week. Castranova’s argument is that the “real world” had better learn about virtual [...]

  3. Big A Says:

    Good read! I actually prefer http://www.citypixel.com/ to SL and WoW.

  4. dusanwriter Says:

    Thanks Big A…will be worth exploring City Pixel. Looks like a social engine site…seems to be popping up a fair bit, leveraging the Facebook/social Web idea into virtual worlds. How does City Pixel work as a venue for education, corporate collaboration, simulation or explorations of new creative forms and visual rhetoric? (Save me a trip please! Or at least point in the direction of where I can find these things once I get there?)

    Thanks for the post.


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