Brother, can you spare me an ISK?

More virtual-life-imitates-real-life news from the futuristic universe of EVE Online, where EBANK, one of the game’s largest financial institutions, has frozen all deposits after new management discovered a 1.2 trillion ISK (InterStellar Kredit) hole in the accounts.

At first glance this seems to be a repeat of the Second Life banking fiascos of 2007, but, to be fair to the directors of EB, they do seem to have been trying to run a proper retail banking operation rather than just a glorified Ponzi scheme, with interest paid to depositors theoretically covered by interest charged to creditors.

The initial stories of EB’s troubles focused on the embezzlement of 250 billion ISK by the bank’s former CEO, but what really seems to have done the damage is the spectacularly high level of bad-debt provision. Just about the whole of EB’s loan book looks to be unrecoverable, a failure of risk-management that makes even the most delinquent of real-life banks look ultra-cautious.

It is, I think, another example of cargo cult consciousness, the belief that you can capture the essence of something by replicating its superficial form. In this case EB did the things that a real bank does, like taking deposits and making loans, but without the social infrastructure than underpins such a business in the real world, like a legal system that allows creditors to pursue their debtors and seize their assets. More importantly, institutions of finance capital can only exist in the context of a system where there is actual value being produced, rather than an imaginary universe where work ultimately counts for practically nothing.

It’s surprising that anyone still believes that banking and other financial wizardry can magically create wealth, rather than just existing parasitically on the labour of the workers, given that recent events in the real world have shown up the masters of the universe for the frauds that they are. (ISK also stands for Icelandic Krona, and we all know how well that’s been doing recently.) A certain suspension of disbelief is required to enjoy the experience of EVE Online; perhaps for the more avid players their time in New Eden detaches them from reality altogether.

I want to spin my little watch right before your eyes

My Twitter feed is gradually accumulating a small band of adherents, all of whom, I am sure, are keen to digest my scintillating prose, rather than just following people at random as part of a Twitter-spam operation or SEO scam.

Quimbe, one of my new buddies, has been especially keen to share with me an amazing opportunity he has unearthed. Do I want to ” Discover A Rebel Psychiatrist’s Amazing Secret?” One that will let me “Put People Under Your Control Quickly & Easily … and Get Them to Do Anything You Want?” Well, who doesn’t? This arcane knowledge can be mine for only $197, thanks to the amazing generosity of master hypnotist Igor Ledochowski.

Actually, what Igor is peddling is not particularly new, drawing as it does on the work of the fairly well-known American psychiatrist Milton Erickson, pioneer of hypnotherapy back in the ’50’s. Erikson had a somewhat idiosyncratic concept of the unconscious as an entity whose therapeutic power could be tapped by entering into a hypnotic trance, which he famously could induce in a subject using only his secret handshake. Erikson’s ideas were always on the fringe of respectability, and his modern-day followers, most notably practitioners of Neuro-linguistic programming, which draws heavily on his work, are largely confined to the life-coaching and self-improvement industries.

Igor may not have much clinical credibility, but he does show some appreciation of modern business trends. He used to charge thousands of dollars for his seminars (he says), but there was a physical limit on how many of these he could do, and also a small pool of potential customers, for whose attention he had to compete with all the other gurus out there. With the advent of digital distribution channels he has been able to benefit from a new, and much more lucrative, revenue model – mass circulation and (relatively) micro-payment.

All this came to mind today when I read about the travails of the Second Life music scene. Apparently musicians and venue owners are struggling to get audiences to pay anything at all for their live music experience. Mankind Tracer, alter-ego of musician Seth Regan, is proposing that venues start charging a cover, and he feels that L$500 would be about right for one of his performances, though comments on the thread suggest that people think this would be too much for the market to bear.

My first thought was that if punters won’t pay US$2 to see your band then you probably need to practice a bit more. I’m not out much these days, but back when I was an avid gig-goer I would regularly pay US$10 or more to get into a club without even knowing who was playing. I guess the difference is that in real life even if the band sucks you can still have a good time, because you are in a bar, with your friends, but in SL if the act is no good then the night is a washout.

Even if we take the stinginess of virtual audiences as a given, it should still be possible to make good money if you put on show that is good enough to draw a big crowd. If you played to ten thousand people you’d still do OK even if 90% of them paid nothing at all and the rest coughed up a dollar apiece, and even better if you dropped the suggested tip to 25c and half of them put their hands in their pockets.

The problem is that this mass-audience/micro-payment plan requires a scalability that Second Life currently does not provide. Full sims can theoretically support up to 100 avatars, though on the rare occasions when I’ve been somewhere with more than a couple of dozen or so other people (which have all been music events, interestingly) the experience has not been particularly enjoyable. So even if your band could pull in a five-figure crowd (which is not entirely unrealistic, given the potential world-wide reach), the sim would crash long before you started making money.

Blue Mars, which has (finally) gone into public beta this month, promises the capacity that could make this model work. If that turns out to be true, virtual musicians on that platform might get the rewards they deserve.

There are certainly some bands I’d pay L$500 to virtually see…

Twixt and between

Although I have a link to heavyweight academic virtual world weblog Terra Nova in my blogroll, I must admit that I hardly ever look at it. This is partly due to time constraints, since when I do start reading it I often end up spending hours browsing through the papers they link to, but is mostly because I hate to be reminded that it is possible to build one’s career around research in this area, instead of having to work for a living.

Anyway, I visited the site the other day, and came across the story of Loyola University (NO) professor Dave Myers and his alter-ego Twixt. It’s a bit involved, but I’ll try to summarise; Myers is a fan of MMORPG City of Heroes/City of Villains, commonly referred to as CoH/V, in which players take on the role of, you’ve guessed, comic-book good- or bad-guys, and battle it out to save/destroy the world, or whatever. As I understand it the bulk of gameplay involves players banding together to fight computer-controlled adversaries, known as PvE play. However there are also areas set aside for PvP play, that is for direct conflict between the players’ characters, with one side, Heroes or Villains, supposedly emerging victorious.

Myers noticed that in one of these PvP areas, known as Recluse’s Victory, or RV for short, not a lot of fighting went on, contrary to what might be expected. Instead the players would fraternise across the Hero/Villain divide, using the space as a social club instead of a gladiatorial arena. Myers decided to see what would happen if he disrupted this social equilibrium by attempting to achieve the ostensible goal of the zone, that is defeating the other team. His heroic avatar Twixt began enthusiastically killing villains, a course of action which had not entirely unpredictable results; he became spectacularly unpopular, was vilified on CoH/V-related web forums and received death-threats.

Myers wrote up his take on the events that unfolded in a paper “Play and Punishment: The Sad and Curious Case of Twixt” which he published last year. The story came to wider attention when his local paper covered it last month; this in turn provoked responses in the blogosphere and a lively debate in the comments section of Myers’ own blog.

Myers is an academic who has been writing about video games for years, so, as might be expected, his analysis of the matter is somewhat impenetrable to a reader unfamiliar with the finer points of the field, but as far as I can see his argument is this; he was playing by the Rules, as set by the game designers, and where these conflicted with the social conventions established in the RV, he had the right, if not the duty, to breach the latter, since the Rules are the same for everybody, and thus more democratic than the conventions established by what may very well be an unrepresentative clique of players, and which, like all social conventions, apply differently depending on where you are in the social hierarchy.

His critics attack him on several fronts, most cogently when they say that he is wrong to distinguish between the Rules and the conventions that have grown up around them through player consensus; both are important in the production of the game experience. Some note his apparent delight in the annoyance he caused to the established community and accuse him of being a griefer, or even a sociopath. Others charge him with violating academic ethics, on the grounds that his study caused upset to a lot of people who were never asked for their consent to be part of it.

I am not particularly impressed by Myers’ position; he has a point in his observation that socially-generated rules can be oppressive, and favour one group over another, but the solution to that lies in constructing a more democratic society, not in sticking rigidly to some code of conduct handed down by an external authority. It’s unclear why he gives so much weight to the intentions of the game developers, who are after all fallible humans, and who he himself attacks for failing to defend the integrity of their creation. He does himself no favours with the style of his response to criticism, which is needlessly antagonistic.

Myers’ whole attachment to the ideal of the Rules seems a little extreme, given that we are talking about a video game. He repeatedly makes the point that social rules poison the purity of game rules, and that this is important because of the crucial role that games play in human development. I presume that he expands on this thesis in his other work, but it seems awfully heavy baggage to hang on a minority pastime involving imaginary men in tight lycra costumes. One can only imagine that he intends it as a metaphor for some weightier social issue, like the Death of Respect or somesuch.

It all positively begs to be analysed, something that Myers himself seems to have anticipated in his blog post “Four types of game-related bloggers“, where he identifies “The Psychoanalyst” as someone who “believe[s] that play is best evaluated with reference to the outside-the-game intentions of players rather than the in-game outcomes of their play [and] that different players play games for different reasons, which may or may not be (but most often aren’t) determined by the game”. That sounds reasonable to me, especially if we broaden our definition of “playing the game” to include things like “writing about the game in a blog”, or “publishing game-related learned papers”.

So where do we start with Professor Myers? What did he mean when he likened his journey as Twixt to a “bad high school experience”? Is it significant that he teaches at Loyola, a Jesuit University? Does he worry that some in the academic community might feel that the study of video games lacks gravitas? What’s with his identification with a superhero, battling not only the villains, but also the treachery of his supposed allies?

With a little imagination (OK, with a lot of imagination) it’s possible to flesh things out a bit. We can see an unhappy young Dave at high school, resentful of the popular clique he outwardly disdains, but secretly longs to be accepted by. There may be unrequited love – for the girl next to him in science class who he can’t pluck up the courage to talk to, or perhaps the captain of the football team. His parents are emotionally distant, and he can never meet their expectations however hard he tries. His Jesuit education teaches him to respect and fear authority. He chooses as a career the study of technologically-mediated escapism, but he is painfully aware that he is living vicariously at two degrees of separation, only able to watch as others live out their fantasies in a virtual world. On the outside he is a mild-mannered professor, but inside he seethes with rage, with dreams of destructive omnipotence that at once seduce and terrify him.

Of course it’s equally possible, indeed rather more likely, that Myers was perfectly happy at school, dating every member of the cheerleading squad on his way to being voted “most popular” and “most likely to succeed”, before delighting his loving parents by embarking on a stellar college career. He’s probably not even a Catholic, never mind a Jesuit. He is perfectly happy with his job, which consists of being paid to play video games, then jetting around the world to address conferences about it, and is at ease with his self-image; a playfully intellectual merry prankster, who punctures pretension and fights injustice wherever he sees it.

Does it matter that I’m able to conjure up such widely disparate images of Professor Myers’ psyche, or that I could come up with a dozen more if I thought about it for another ten minutes? Not really, because we’re not talking about Dave Myers, resident of New Orleans La. here, but “Dave Myers” a character in an ongoing game/narrative of which the “Twixt” episode and my awareness of it is but one chapter.

I’m not sure if I have a bit-part in Dave’s story – as a snarky psychiatrist/blogger who appears in an exposition-heavy cut-scene to fill in some backstory – or if he’s a player in my drama, part of an interlude in which we establish my character as an an uncannily perceptive student of the human condition. I can only hope that some meta-blogger is following all this, and will explain it to me sometime.

Zombie Bites

Further to the mathematical analysis of zombie infestation, here’s some more undead-themed academic enquiry:

Dr. Steven C. Schlozman, assistant professor of psychiatry at Harvard Medical School, has written a paper on zombie neurobiology. It turns out that zombies have exactly the brain lesions one would expect in an ataxic, insatiable cannibal with impulse-control problems and poor social skills – underactive frontal lobes, a dysfunctional anterior cingulate cortex, cerebellar/basal ganglia problems and a misfiring hypothalamus.

Some time ago I offered a brief psychoanalytic interpretation of zombie-phobia; for more in this vein read “Saving Ourselves: Psychoanalytic Investigation of Resident Evil and Silent Hill by Marc C. Santos and Sarah White. Through a Lacanian deconstruction of the games’ dynamic the paper analyses the role of the player/avatar in maintaining symbolic order in the face of the “impossible, cataclysmic infinity of existence”, represented by the zombies, with their “near-sexual drive for consumption a constant reminder of the discursive construction of our own desire”. The authors conclude that “Resident Evil establishes a more conservative (Freudian) position that Silent Hill playfully (Lacanian-ly) problematizes”

There is more psychoanalytically-informed zombie literature around than you might think – “Zombie Trouble: A Propaedeutic On Ideological Subjectification and the Unconscious”, for example, or “Legacies of Plague in Literature, Theory and Film”. If you like all this undead-psychoanalysis stuff, why not make your own Zombie Freud?

Canadian anthropologist and ethnobotanist Wade Davis wrote about his experiences with the Vodou practitioners of Haiti in his 1985 book The Serpent and the Rainbow. Davis’ theory that zombies are created using a powder containing, among other things, tetrodotoxin is not widely accepted, but his account of the hidden power structures of the Vodoun secret societies is certainly fascinating.

Columbia College in Chicago runs a course on “Zombies in Popular Media“; the reading/screening list is a good starting point for further zombie study.

And finally – Let me tell you ’bout the way she looked…

Zombie Epidemiology

Confirmation, if any were needed, that zombies pose a grave threat to the future of humanity comes in the paper “When Zombies Attack!: Mathematical modelling of an outbreak of zombie infection” published by Robert Smith? (sic) and his team at the University of Ottawa.

Using advanced mathematical modelling the authors come to a conclusion that will be no surprise to students of zombie behaviour; civilisation is likely to collapse rapidly in the face of the undead onslaught, with aggressive eradication the only strategy that might save mankind.

Readers will recall that I am somewhat paranoid about the risks of zombie attack, and this paper has only heightened my state of anxiety. It’s just as well that we have the internet, so that we zombie-phobes can prepare for the doomsday scenario.

Fly me to the moon

40 years ago today Neil Armstrong became the first man to set foot upon the moon. I was alive at the time, but too young to have any memories of the actual event. I do remember that when I was growing up in the ’70’s, watching TV shows like UFO and Space:1999, reading comics like 2000AD and lots of pulpy sci-fi novels (The Moon is a Harsh Mistress by Robert Heinlein is one that especially sticks in my mind), and of course seeing Star Wars at the cinema, I just took it for granted that by the time I was an adult there would be widely-available space travel, permanent bases on the moon and regular trips to Mars and beyond.

Whole books have been written about my generation’s disappointment when these visions of the 21st Century failed to materialise. What we got was the internet, with virtual worlds to explore instead of alien planets. It is possible to visit a the SL version of Tranquility Base:

moon01

and numerous other lunar-themed sims, like this somewhat gloomy moonbase:

moon02

or this rather cooler one:

moon03

but I can’t help feeling a bit cheated.

The disillusionment isn’t just a generational thing though. It reflects my internal dissatisfaction with the course that my life has taken, as I age and am forced to acknowledge that there are some opportunities that will never come my way. It’s not that I’m unhappy with the decisions that I have taken over the years, just that every path that one chooses means leaving many more untrodden.

And anyway, I’m still hopeful that NASA will get their act together and make space travel available to the masses before I die. I just want to see what spring is like on Jupiter and Mars

(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…

Wind of Change

When Second Life Shrink was placed at 108 in ArminasX’s list of SL blogs a few months ago, I posted an entry that claimed that we were the blogging equivalent of tennis player Virginia Ruano Pascual. The implication was that we were, like Ms Pascual, relatively low-profile, but heavy hitters. The analogy was misleading in two regards however. We only made 108 on the list thanks to ArminasX’s idiosyncratic numbering scheme, which disregarded ties (so instead of 1st, 2nd equal, 2nd equal, 4th, it went 1st, 2nd equal, 2nd equal, 3rd and so on, even when there were hundreds of blogs on the same rank); a more conventional system was have put us at about 1200. Ms Pascual’s ranking of 108 referred to singles, but her grand-slam titles have all been in doubles, where she is the world number 4.

Despite this, it did look for a while as if our careers were on similar trajectories; while Virginia was winning her tenth grand-slam doubles title at Roland Garros in May, we were in the middle of a run of posts that saw our traffic hit new heights and our Technorati rating finally break into the top 1 million. (We’re currently at 751,289, which puts us in the most popular 0.6% of bloggers, if you believe the figures).

Since then though, not so good. Virginia did pretty well at Wimbledon last month, getting through to the semi-final, but we managed a mere three posts, and our hit-count, while not falling off a cliff, has been disappointing compared with previous months.

The main problem is that my star correspondent has gone off on indefinite summer vacation, so we’re a bit low on virtual-world reportage right now, since I do just about all my internet browsing from my iPhone these days, and they’ve not released a Second Life app yet.

I was beginning to think that we’d mined the Second Life seam to exhaustion anyhow. Sigmund Leominster posted a piece on moribund SL blogs last month, which made me think that everything that has been written about Second Life was some variation on one of two themes: “Look at this cool thing I found” or “Look how the anonymity of the metaverse allows people to delude themselves/behave badly/expose their unconscious”. We were definitely starting to repeat ourselves; it may well be worth taking a break from SL discourse until we think of something new to say.

I will try to fit in a visit to Zindra some time in the not-too-distant future, since we would have to turn in our SL blogging licence if we failed to form an opinion on that development, but I think that SLS will be taking a turn towards more general cultural commentary over the next few months.

And if that’s not a development on par with the fall of the Berlin Wall, then I don’t know what is…

Nothing to do with your Vorsprung durch Technik

As I mentioned before, I’m not really in the festival-going demographic any more, so when Glastonbury rolled around this weekend I settled down in my comfy chair to watch it on the TV.

It’s getting on for a decade since I last attended the festival in person, and, fun though it was, I can’t say that I miss the authentic outdoor experience all that much. It’s not that I have any bad memories of Glasto – every time I went the weather was pretty good, and I was never ripped off or anything – but latterly it began to feel like a lot of hard work, trudging around huge fields packed with alarmingly young-looking people, all for the sake of a distant glimpse of an indifferent performance by a band I was only half-interested in to start with.

I can count the festival performances that I remember with real excitement on one hand – Nirvana at Reading, the Pixies at T in the Park and the Flaming Lips at Glastonbury. There were plenty of other festivals that were fun at the time, but stick in my mind for reasons other than the music, like the people I was with, or the drugs we were taking.

So having my friends round to get stoned in the comfort of my own house is how I get the festival vibe these days. The BBC coverage of Glasto was pretty good, and when it got dull we could always put on a record. Watching Blur play their greatest hits on Sunday night was pleasantly nostalgic, a trip back to the great summer of ’95. I was never hugely into Britpop, to be honest. I did buy all the albums – Blur, Oasis, Pulp, Suede and the rest, even Sleeper, god help me – but I was more of an American alt-rock fan at the time. (I was deeply in love with Tanya Donelly for a greater part of the ’90’s). Parklife has aged pretty well though, and we all got up to dance around when Phil Daniels came on to do the title track. Know what I mean?

Persian diversion

Mashable is reporting that 30% of Tweets today have been on the subject of Michael Jackson’s untimely demise. According to some reports the waves of grief managed to shut down Twitter for a while; something the Iranian government has been trying and failing to do for the last fortnight. Throw in the mysterious disappearance of Jackson’s personal physician and you have the seeds of a good conspiracy theory…