Digital Death Day

Last Thursday was Digital Death Day, marked by a conference at the Computer History Museum in Mountain View, California. The event was a spin-off from the biannual Internet Identity Workshop, which is generally concerned with the technical and commercial aspects of online identity, rather than philosophical issues, and the DDD meeting was explicitly aimed at “Death Care Professionals … Estate Planners … [&} Death Attorneys” which would seem to indicate that the participants were inclined to grapple with practical matters rather than existential themes.

Nevertheless, even consideration of strictly material questions like the heritability of virtual assets and the ownership of online identity cannot help but make one think about the way that social media have influenced the experience of bereavement and grieving in the modern world. News reports of the death of a young person almost invariably mention friends and family paying virtual tribute to the deceased via Facebook or Twitter, and the concept of the social network page as a persistent memorial is well established. There is no doubt that this phenomenon can have a powerful emotional effect, as these personal accounts show.

Is this a healthy development? The persistent nature of an online presence can give mourners a chance to bid their farewells to the dead in their own time, reducing the trauma of a sudden departure. It also maintains the focus on the whole of the life that has been lived, rather than just on the death itself. All this can help give meaning to what might otherwise seem like a senseless tragedy, which in turn may aid the grieving process for those left behind.

This is perhaps not as new as we might think. In many ways it is a return a concept of death that our ancestors might have recognised, a communal experience, rather than a private matter for the immediate relatives of the deceased, after a century in which the end of life had been increasingly hidden away.

Of course it can also be argued that this process trivialises death and loss, that it is impossible to pay respectful tribute to the dead in 140 characters, that death has become just another commodified experience to be vicariously consumed. There is some truth in this – one can hardly deny that one’s reaction to the passing of someone that one has no real connection to will be driven more by one’s own internal dynamics than any genuine feeling for the deceased. (We explored this phenomenon in relation to Second Life in a previous post). On the other hand, expressions of sympathy from complete strangers, whatever their motivation, can be immensely comforting to the bereaved. At the most basic level they are an affirmation of our common humanity, a recognition that we are all bound together by our inevitable mortality, and it is that sense of solidarity that can carry us through our darkest hours.

There can be only one

One-time internet pace-setters AOL have announced that they are getting out of the social networking business. They have put Bebo, which they paid $185 million for just two years ago, on the market, though no one seems to think there will be any takers. If no sale goes through the service may be closed down as soon as the end of May.

The management at AOL have hardly covered themselves in glory in recent years – the Time-Warner/AOL merger is often cited as the worst deal of all time – but one has to feel a bit sorry for them, as back in 2008 it wasn’t clear that Facebook would come to dominate the market to the degree it has. In 2007 people were still writing papers identifying FB as a service for the upper classes, and youth-orientated Bebo must have looked like a reasonable bet.

I think the demise of Bebo is further evidence that, for Web 2.0, value lies in the network, not in any particular interface. Underlying the story is a much older lesson though; in a maturing consumer market the middle ground tends to disappear, and to survive an enterprise must either be dominatingly large, or serve a specialised niche. If I were running Second Life I’d be tempted to follow the latter strategy.

Internet addiction update

In my last post on internet addiction I mentioned a few of the treatment options available; in a new development the Capio Nightingale Hospital in London has started offering a Young Person Technology Addiction programme. This is as far as I know the first specialised therapy programme for IA available in the UK, though I’m sure there are other people like me who are interested in the subject, and have been seeing cases as they come up in our routine work.

The Capio programme offers inpatient and outpatient therapy, and is only available privately, though I guess it might be possible to get it paid for by the NHS via an extra-contractual referral. The therapeutic model they are using seems to be a mix of CBT, IPT and behavioural interventions. I did train in IPT a few years back, but I’ve only ever used it in depression, so I don’t know how effective it might be in IA, though, now I think of it, it does seem likely it would be useful in cases where lack of confidence in interpersonal relationships is an issue. It’ll be interesting to see if they publish any outcome studies.

Falling into the chasm

It was reported yesterday that Facebook had overtaken Google to become the most popular website in the US last week. The social networking site gathered 7.07% of total hits (up 185% on last year), marginally ahead of Google’s 7.03%.

Pundits are suggesting that this is an indication of how people are increasingly using the internet in a different way – instead of searching for information, the theory goes, we are now looking more for social connections.

As we’ve noted before, this type of thinking seems to be driving Linden Lab’s corporate strategy, as they try to market Second Life as a social networking application. They clearly have some way to go to compete with Facebook though, both in the raw numbers – FB has a user base of 400 million, and concurrency of up to a million, against SL‘s figures of 18 million and 80,000 respectively – and in terms of cultural penetration. Major newspapers are still publishing articles that assume that the majority of their readers will never have heard of Second Life, while Facebook references can be found even in traditionally conservative media like legacy comics.

Grace McDunnough posted an interesting piece (illuminating comments too) on the Lab’s marketing strategy a couple of days ago. Referencing a recent Harvard Business School case study, which itself draws on Geoffrey Moore‘s influential 1991 book Crossing the Chasm, Grace concludes that the educational market is a bust, the “adult” market is an embarrassment, and that content creators are being slowly sidelined. What does this leave? A 3D chat service, or, as Grace puts it, “playing house with paper dolls”.

This rings sadly true to me, and seems a terrible waste of the platform’s potential, but I guess there’s no arguing with market forces. It seems that the early adopter community (in which I count myself spiritually, if not strictly speaking temporally) is going to find itself increasingly marginalised. We can only hope that the Facebookisation of Second Life turns into a complete fiasco, M. Linden gets his cards, and a more enlightened management goes back to the original, steady (if limited) business model of taking money from people like me, who are willing to pay a few bucks a month to live out the life of the mind in a virtual world.

On Second Life and addiction

I wasn’t going to say anything on the sad story of the Korean couple who allegedly left their baby to starve while they spent time in the virtual world Prius Online, because, you know, it seemed a bit exploitative, but I noticed that a few other blogs had referred to the issue directly or indirectly, and of course I couldn’t resist putting my two cents worth into the comments, (though it turns out that last post wasn’t inspired by the Korean incident after all), so I thought I might as well draw a few thoughts together and post them here.

Actually I’m not going to address the Korean story directly, since all I know about it is what I’ve read in the papers, and in cases like these one really needs to have all the facts before formulating any opinions. Instead I’ll say something more general about the concept of internet addiction – whether it exists at all, and, if so, what can be done to help those suffering from the problem.

My personal opinion is that problematic use of the internet should be regarded as a pathological behaviour, and that it is best thought of as an impulse-control disorder. I first became interested in the topic after reading Caught in The Net, by Kimberly Young, who did a lot of the early work in this area, and who runs the Center for Internet Addiction. Her book is aimed at a lay audience – she does tend to throw around terms like “obsession”, “compulsion” and “addiction” a bit freely – but her conceptualisation of dysfunctional online activity, drawing on the model of pathological gambling, is basically sound.

The existence and nature of internet addiction is still the subject of academic debate though. I thought Jerald Block made a good case a couple of years ago in an editorial in the AJP, Issues for DSM-V: Internet Addiction, but the draft DSM V, out last month, fails to include it. Interestingly the draft also proposes to move pathological gambling out of “Impulse-Control Disorders Not Elsewhere Classified” and into “Addiction and Related Disorders”, a move that has been labelled one of the “The 19 Worst Suggestions For DSM5“.

This argument about classification may seem a bit arcane, but it reflects a division of opinion that was also evident in the discussion of the Korean case; to what extent does labelling a particular behaviour an “addiction” absolve the person concerned of responsibility for their actions?

When it comes to MMORPGs (which for the sake of this argument we’ll take as including Second Life) there is a tendency among pro-game writers to deny that virtual worlds have any addictive properties at all, and to focus instead on the personal characteristics of the “addicts”, and especially their “personal responsibility” or lack thereof, when seeking to explain the problem. This is evident in the posts I linked to above, and more so in the comments, and is understandable when one considers that politicians and the media are quick to stir up moral panics about the supposed corrupting influence of games on society.

It’s true that impulse-control disorders are rooted in individual psychopathology, which in turn develops from the complex interaction of neurobiology, psychodynamics, cognition, social factors and environment. However I think it has to be acknowledged that games, and especially MMORPGS, have features which may promote problematic use in vulnerable people.

What are these elements? The ability to produce feelings of mastery, to increase confidence in social interaction and to explore hidden aspects of personality, which can combine to boost self-esteem. (These are of course the same things that make the worlds attractive in the first place.) Add in the variable reward schedules that are designed into the games to a greater or lesser degree, and you have the potential to set up cycles of dysfunctional behaviour.

This doesn’t mean that games are inherently dangerous, since clearly the vast majority of players manage to use them without coming to any harm. It does suggest though that there is a particular subset of players for whom over-use of games might become a problem, and raises the question of whether game developers like Linden Lab should be responsible for raising awareness of the possible hazards among residents of their worlds. I would argue that there should be some material about recognising the signs of internet addiction included in the orientation process, and perhaps a timer built into the viewer that that pops up after, say, two hours on the grid and suggests that it might be time to take a break. I can’t see this happening though, since steps like these could be construed as an admission by the Lab that they are aware of the potentially harmful nature of their product, which would presumably expose them to some sort of liability.

What of treatment? In general terms, my experience of treating this sort of problem has convinced me of the importance of taking a non-judgemental approach. Although therapy for impulse-control disorder does focus on the choices that the client makes in certain situations, with the aim of helping them regain a feeling of control, over-emphasising “personal responsibility” is usually not helpful. These clients start with low-self esteem, and the condition further erodes their confidence in their ability to take charge of their lives, so reminding them that they could have avoided the mess by making different choices tends not to make them feel any better. Instead it’s more useful to focus on the positives, the areas of their lives that they feel they can manage sucessfully, and try to build on these.

It’s interesting that discussion of addictions, and particularly process addictions (which, as mentioned above, I prefer to conceptualise as impulse-control disorders, though plenty of people would disagree with me), often takes on a rather moralistic tone, with implicit, or sometimes explicit, condemnation of addicts for failing to take “responsibility” for what they do. I tend to think that this position represents a defence against acknowledging the extent to which everyone is a potential “addict”, a projection of intolerable unconscious “irresponsibility”. I think it’s healthier to recognise that we are all fallible humans, and we can all make bad choices, and remember that when we do mess up it’s nicer if people treat us with sympathy and compassion, rather than going on and on about “personal responsibility”.

In internet addiction specifically the treatment with the best evidence base is CBT – Young published a paper on treatment outcomes in 2007. There was also an interesting paper last year from the International Gaming Research Unit at Nottingham Trent University last year looking at various treatment approaches to videogame addiction, including 12-step, CBT and Motivational Interviewing. 12-step programmes for internet addiction are widely available – at On-Line Gamers Anonymous for example – but I’m not aware that these have been rigorously evaluated. I’m not as familiar as I would like to be with the published work coming out of South Korea and China, where they take this problem very seriously, but what I have read suggests that behavioural and family therapy approaches are useful, in younger populations especially. I expect there will be a lot more research into treatment of internet addiction published in the West over the next few years, and the best therapeutic options should become more evident.

Monetising SL 2.0

I feel that I should download the SL 2.0 viewer, just so that I can have an opinion about it, and join in the general excitement, but I’m finding it hard to get enthusiastic about what is, after all, just a gateway to the really interesting part of Second Life, that is the content and the community. When I first signed up to SL a couple of years ago I downloaded the alpha build of the Linux client, and I was happy with that until fairly recently, when the Lab started restricting which viewers you could log in with and it stopped working. I switched to the then-current version of Snowglobe, which I have had no major complaints about.

I’ve never been entirely convinced that making the viewer more user-friendly was the key to broadening SL‘s appeal. I guess the Lab did some consumer research that told them that the viewer’s rather steep learning-curve was contributing to SL‘s woeful retention rate, and I’m sure that the new version makes it a bit easier to get through the first hour, but I would have thought that keeping people on board for months and years would depend more on the nature of the virtual world and its residents than the bells and whistles of the client software.

Though maybe I’m overstating the importance of content. The BBC are currently running a series The Virtual Revolution (which you can watch online if you live in the UK), which is taking a look at the impact on society of the growth of the internet in the last 20 years. It’s necessarily broad, and there’s been nothing terribly surprising, but it’s still interesting, particularly the discussion of how Web 2.0 has been monetised. Services like YouTube, Facebook and Twitter may get their user-generated content for free, but most of it is worthless junk. That doesn’t matter though, the theory goes, because as users post, search, rate and comment on all those videos, updates and tweets, they reveal a mass of valuable data about themselves and their social networks, information that can be profitably mined for targeted advertising.

One can’t help but wonder if the Lindens have some similar plan in mind. They have certainly been talking up the social-networking aspects of SL, with their purchase of Avatars United, and Wallace Linden’s suggestion that we should all link our real identities to our avatars. If they could find out all about us and our interests, they could turn that into a revenue stream, provided they could figure out how to serve up the ads in a way that wasn’t too annoying. Perhaps the much-touted URL-on-a-prim functionality of the 2.0 viewer is part of the Lab’s plan to sneak pop-up advertising into the virtual landscape.

Love Forever Changes

Philip Rosedale, late of the SL parish, has a new startup, the snappily named LoveMachine. Its exact purpose is still obscure, but there is talk that they will “have a huge amount of fun, make a bunch of money, and try to save the world”.

Philip has helpfully listed the first few corporate tasks, which include “Locate some great bars in SF that could be good to park new company in for a while”. I’m off to polish my CV for when they advertise for an in-house psychiatrist.

[Hat-tip: Opensource Obscure]

Deadly therapy

In a tragic footnote to last month’s story about the use of electroshock therapy to treat internet addiction in China, the authorities in that country are investigating the death of fifteen-year-old Deng Senshan, who was allegedly beaten to death by staff at a clinic in southern Guangxi province shortly after arriving for treatment for cyberaddiction.

Excessive use of the internet is regarded as a serious public health problem in China, with some reports estimating that nearly 40% of net users show signs of addiction, leading to a proliferation of centres dedicated to treating the problem. The more reputable clinics use modern psychological treatments, but other establishments are military-style camps offering a regime of harsh discipline, of questionable therapeutic value. Whatever one thinks the best course of treatment is, the fact that parents can be so desperate that they are willing to send their children to a place that promises “necessary approaches including punishment to educate the teenager” gives some idea of the level of distress that the condition can generate.

(Don’t) Gimme Gimme Shock Treatment

Asia is far ahead of the West in the recognition and treatment of internet addiction. While we agonise over whether the condition exists at all, the authorities in the East are already taking action; the South Korean government has made tackling cyberaddiction a national health priority, and the splendidly-named Chinese Teenager Mental Growth Base of the General Hospital of the Beijing Military Area Command of the PLA has issued guidelines on “Preventing Network Addiction at Home” (to be read in conjunction with “Basic Principles for A Harmonious Family”).

Unfortunately I have been unable to track down a translated version of the Chinese guidelines, so I don’t know what they recommend, but apparently the treatment options don’t include electroshock therapy, since the Chinese Ministry of Health has just ordered a clinic in Shandong province to stop using the method to discourage teenagers from spending too much time on the net. As a report in the Wall Street Journal notes, the efficacy of the treatment was called into question by the fact that disgruntled ex-patients had chosen to register their dissatisfaction with the clinic by setting up an online protest group.

I do believe that internet addiction exists, though I think it is more useful to conceptualise it as an impulse control disorder than an addiction as such. In my, fairly limited, experience of managing the condition CBT is the treatment of choice, along with pharmacological therapy for any co-morbid mood or anxiety disorder.

I’m not sure that everyone would agree with that though…

Bötterdämmerung

… would have been a much better title for my last post, come to think of it.

I first saw Blade Runner during its original cinema run back in 1982, around the same time as I was reading all the early William Gibson stuff, and it had a similarly profound effect on my emerging aesthetic consciousness. Functional hi-tech amidst a crumbling cityscape has been my idea of what the future holds ever since, and it’s always seemed quite attractive. What with the depression, and global climate change, and the decline of the Western powers, it’s just about possible to imagine that Los Angeles in 2019 will look pretty much like it does in Ridley Scott’s movie, though maybe without the flying cars, and hopefully without the killer robots on the loose.

There is a Bladerunner City in SL, but the architecture on display owes more to the ziggurats of the Tyrell Corporation than the run-down streets of future LA which, for me, are the most visually pleasing element of the film. The owners of the sim are evidently interested in transhumanism; the welcome notecard at the entrance gives a brief history of the idea, from Dante to Huxley. I got the impression that they would prefer Roy Batty (surely the least threateningly-named homicidal android ever) to the crumpled Rick Deckard, though of course (spoiler alert) it turns out that Deckard’s human frailty is actually a more perfect realisation of the replicant-maker’s craft than Batty’s superhuman abilities (or not, it depends which version you watch).

I can’t say that I am familiar enough with the various strands of transhumanism to have a firm opinion about it; I do believe that technology changes who we are as humans, but I think that that process does not operate on the level of the individual, but rather is mediated through the changes in social organisation that accompany advances in science. To take the internet as an example, it is only now that we are working out how to use it in a social way, with things like Facebook, and blogs, and even Second Life, that the full civilisation-changing potential of the medium is becoming apparent. Maybe one day we will all be dreaming of electric sheep.

Follow

Get every new post delivered to your Inbox.