Pioneers of Society’s New Frontiers

Internet, Peopleon December 28th, 2009No Comments

This generation of high school and college students — The Gamer Generation — stands to have the greatest impact on our society. At more than 90 million people, the “gamer generation” is already bigger than the baby boom.

They are already aware of the extraordinary problems of 21st century: feeding a growing population with a limited amount of arable land; the green revolution and alternative energy, managing the impacts of global warming and greater energy demands; and the spread of health threats that respect no national borders.

Today’s students have not just changed incrementally from those of the past, nor simply changed their slang, clothes, body adornments, or styles, as has happened between generations previously. A really big discontinuity has taken place. It is the arrival and rapid dissemination of digital technology in the last decades of the 20th century. 

They have spent their entire lives surrounded by and using computers, video games, digital music players, video cams, cell phones, and all the other toys and tools of the digital age. Today’s average college grads have spent less than 5,000 hours of their lives reading, Playing video games (not to mention 20,000 hours watching TV). Computer games, email, the Internet, cell phones and instant messaging are integral parts of their lives.

The gamer generation will dominate the workforce and they are already changing the rules of business. All the hours immersed in game culture have created masses of employees with unique attributes: bold but measured risk taking, amazing ability to multitask, and unexpected leadership skills: 21st century skills that employers want. 

The Gamer Generation innately understands the nature of online life.

The philosopher Gilles Deleuze is a spring chicken in the history of philosophy, living and working from 1925 to 1995. Yet his influence has surged in the last 20 years, vying today with the most prominent philosophers of the 20th and 21st centuries. He established a different definition of “virtual” that speaks to games and online experience in particular.

The virtual is opposed not to the real but to the actual. The virtual is fully real in so far as it is virtual.

Exactly what Proust said of states of resonance must be said of the virtual: “Real without being actual, ideal without being abstract”; and symbolic without being fictional. Indeed, the virtual must be defined as strictly a part of the object – as though the object had one part of itself in the virtual into which it plunged as though into an objective dimension.” – Gilles Deleuze, Difference and Repetition

Deleuze opposed essentialism, that is, the notion that existences, such as human beings, could be distilled into a single common identity. Instead, he saw existence in terms of multiplicity in all its forms – that, for instance, we as human beings are not single selves but multiple selves spread out in time, that life itself exists in a continuum and state of alchemical flow and information exchange.

What we think of as “virtual” is in fact very real and important, accessed on a parallel dimension rife with meaning.

He lifts the virtual up above the “actual,” or the material manifestation of what we observe in metaspace. Deleuze’s virtual is neither intrinsically inferior nor superior to the material, but it is on an incomparably different plane of existence. This is a concept that would resonate with many World of Warcraft players. When we explore worlds online and connect with other players across vast physical distances, we do not become less real. Arguably, for those who have experienced this life, we feel more real – our physical masks pulled down, revealing the structure of ideas, passions and contemplations beneath.

Next time you start to castigate your son or daughter for spending so much time friending on Facebook, playing games, and socializing in Second Life, think about their play as pioneering work.

Excerpted, in part, from Erin Hoffman’s feature article, “Ditching The V-Word,” in Escapist.

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