Read Present Shock: When Everything Happens Now Online
Authors: Douglas Rushkoff
flash pictures, 71
flashbacks, 28, 29
flow: apocalypto and, 265; of information, 141–42, 145–49; overwinding and, 189, 192, 194; of time, 141–42, 145–49
Forrest Gump
(movie), 29–30
fox and hedgehog prototypes, 232–33, 235
Fox News, 49, 55–56
fractalnoia: “always-on” philosophy and, 211; apocalypto and, 245–46, 264; change and, 224, 235–37; chaos and, 202, 209, 219–30; choices and, 202, 215, 227; conversations and, 211; cybernetics and, 224–26, 227; definition/characteristics of, 201, 240–41; everything is everything concept and, 197, 199, 204, 205, 210, 212, 213, 228; feedback and, 205–19, 220, 221, 222, 224–25, 226–27, 236; game theory/gaming and, 220–21, 222–23, 224; impact of, 209–10; as manifestation of present shock, 7, 197–241; narrative collapse and, 212; patterns and, 197–205, 209, 216, 217–19, 229, 230–41; sharing and, 203–4; systems theory, 226–28.
See also specific topic
fractals: apocalypto and, 251–52; definition/characteristics of, 200–201, 241; function of, 200, 208–9; infinity of, 252; Prechter work on, 229–30; predictive power of, 229; similarity among, 228; as truth serum, 219
free will, 61, 62, 85, 227
Frum, David, 54
Full Spectrum Warrior (game), 65
Fureai Kippu network, 148
future: agenda for, 16–17; apocalypto and, 252; birth of notion of, 77; fear of, 246; millenium and, 17; narrative collapse and, 9–12, 16–17; present in, 17; present shock and, 252.
See also specific topic
“future shock,” 4, 9, 14–15
“The Game of Death” (TV show), 38
n
Game of Thrones
(TV show), 34
game theory, 220, 221, 222–23
games, 58–66, 67, 72, 84, 217–18.
See also specific game
Games for Change, 63–64
gaming a system, 220–21, 224
Gartner Company, 86
Gawker, 97, 98
General Motors, 213–14
General Semantics, 137
generational issues, 17–18, 137–40.
See also
youth/young people
Giambi, Jason, 41
Gilles, Mel, 246
Gillis, Gregg, 154
Girl Talk (Gillis project), 154
Gizmodo, 97
Glee
(TV show), 20
Gleick, James, 259
glitch dancing, 96
God, focus on single, 262
“God” games, 62
Goodman, David, 102, 104
Google: Calendar of, 70–71; digiphrenia and, 69, 70–71, 96, 110, 114; fractalnoia and, 218, 237, 239; Moritz as investor in, 236, 237; new “now” and, 2; overwinding and, 153, 155, 157–58
government: fractalnoia and, 219, 220; professional communication campaigns of, 51.
See also
politics
GPS (global-positioning system), 84
Gray, Dave, 86–87
Great Exhibition of the Works of Industry of All Nations (1851), 164–65
great ideas, 118
Greece, 183–84, 194
Green, Judson, 187, 188
Griffith, D. W., 154–55
Grigoriadis, Vanessa, 97–98
growth, 9–10, 258.
See also
change
“Grup” (aging yuppie hipster), 151–52
Guild Wars (game), 62
guilt, 121
Gygax, Gary, 60
n
Habermas, Jürgen, 51
Hamlet,
“gist” of, 233
hard drives, 140, 140
n
Hayek, Friedrich, 226–27, 228
HBO, 34, 107, 210
healthcare, 64, 102–3, 173–74, 191
Heroes
(TV show), 32, 34
High Frequency Active Auroral Research Program (HAARP), 198, 201
Hillis, Danny, 134
Hilton, Paris, 39
hiring, 156, 217
history: calendars associated with, 81; personal, 85; present shock and, 252; as progression, 77
History Channel, 243, 245
Hitchcock, Alfred, 26
holidays, 78
Home Shopping Network, 94
Homebrew Computer Club, 203
HTML. 5, 128
Huffington Post,
50–51
human society, as cybernetic system, 225–26
humans: clock as metaphor for, 81, 82; computers as metaphor for, 82–83; as content, 259; evolution of, 254–60; limits of, 254–60; as machines, 95; needs of, 81; specialness of, 258; stages in development of, 76–87; and transcending humanity, 251–54; unpredictability of, 219–30
humor, 25.
See also
situation comedies
Hung, William, 37
hunter-gatherer society, 76–77
Hurricane Katrina, 51
Hurst, Mark, 144
Hussein, Saddam, 46
I Ching,
252
I Dream of Jeannie
(TV show), 14
identity, digiphrenia and, 122
iHeart, 107
Inception
(movie), 201
Industrial Revolution, 87, 161–63, 164–65
information: apocalypto and, 2, 259, 263; bombardment of, 72; collection of, 158–59; control of, 223; digiphrenia and, 72, 75, 86, 116; filter failure and, 116–17; flow of, 141–42, 145–49; fractalnoia and, 199, 223; marketing and, 6, 85, 128, 158, 240; new “now” and, 3, 5, 6; overload of, 2, 116; privacy, 158; stored, 5, 142–49; time as, 86
innovation, 187, 188, 205, 217–19, 231–32
instant gratification, 94
instinct.
See
intuition/instinct
Institute for Creative Technologies, USC, 65–66
intelligence, 125
interactivity.
See
connectivity
Internet: as always-on, 73–74; culture of, 96–97, 99; decontextualized, 27; development of, 224; digiphrenia and, 67, 93, 124, 125; discontinuity of age of, 29; ethics and, 70; fractalnoia and, 199, 224; games and, 64; location of computers and, 179–80; narrative collapse and, 16, 27, 29, 47, 48, 50–51, 56, 64; as never sleeping, 69; Occupy Movement and, 56; overwinding and, 179–80; public confidence about news on, 51; real-time news and, 47, 48; reporting and opining and the, 50–51
interruptions, 74, 123
intuition/instinct, 5, 219–20, 222, 233, 234–35
investments.
See
financial markets
Iraq War, 232
Ito, Joichi, 191–92
James, LeBron, 41
Japan, 148, 191, 198, 225
Jarvis, Jeff, 52
Jay-Z, 154
jet lag, 89–90
Jezebel, 97
jobs/employees, 156, 170, 187–88, 217–18
Jobs, Steve, 108, 203
Johnson, Lyndon B., 45
Johnson, Steve, 118, 203
Jordan, Michael, 41
journalism, 50–52, 56, 66.
See also
media
JPMorgan Chase, 174
Kairos
time, 112–20, 236, 259
Kaprow, Allan, 60
Keen, Andrew, 52
Kelly, Kevin, 256–57
Kennedy, John F., 29
Kirn, Walter, 234
kleptomania, 166
Korzybski, Alfred, 103, 137–38, 139
Kurzweil, Ray, 254–56
Kutcher, Ashton, 119
Langley, John, 35
Law of Accelerating Returns, Kurzweil’s, 255–56
Law of Diminishing Returns, 255
Law and Order
(TV show), 20, 32
Le Guin, Ursula K., 13
leading, digiphrenia and, 93–109
Lennon, John, 29
Leno, Jay, 55
Lethem, Jonathan, 34
leverage: digiphrenia and, 71–72; fractalnoia and, 206, 229; overwinding and, 135, 136, 137, 139, 163, 165, 175, 176, 177, 178, 184, 185, 186, 188, 189, 190; storytelling and, 20
Licklider, J.C.R., 4
LifeWaves, 107
Lilla, Mark, 53
Lincoln, Abraham, 82
Linnaeus, Carolus, 90
Lippman, Walter, 45
local economic transfer systems (LETS), 149
long now, overwinding and, 140–49, 193, 194
Lost
(TV show), 32, 34, 39, 199
Luntz, Frank, 47
machines: digiphrenia and, 93, 95, 98–99; event-based, 98–99; fractalnoia and, 224, 225, 230, 231; humans as, 95; needs of, 81; new “now” and, 4–5; off-loading of time intensive tasks to, 93.
See also
computers
MacLeish, Archibald, 223–24
Macy’s, 160
MAD (mutually assured destruction), 221
Mafia Wars (game), 63
Major League Baseball, 41, 89
makeup, overwinding and, 149–59
management: role of, 187; scientific, 81
Mandlebrot, Benoit, 201, 229
manhood, 39
March, James G., 125
marketing/market research, 6, 85, 128, 158, 240
mashup, 149–59
mass production, 161–62, 165
Mayer-Schonberger, Viktor, 157
McCain, John, 41
McDonald, Mark, 86
McKenna, Dennis, 251–52
McKenna, Terence, 251–53
McLuhan, Marshall, 115, 202, 214–15, 219
Mead, Margaret, 225
media: apocalypto and, 248; change and, 265; consumers and, 166, 167; digiphrenia and, 7; fractalnoia and, 202, 203–4, 205, 210–11, 214–15, 223; global, 214–15; overwinding and, 166, 167; zombie movement and, 248.
See also
journalism
Media Virus
(Rushkoff), 203
medicine.
See
drugs; healthcare
“meet me” room (New York City), 180
Memento
(movie), 31–32
memory: apocalypto and, 250, 255, 259–60; in computers, 140
n
; digiphrenia and, 82, 105, 122–23, 127; and digital memory as never forgetting, 155–57; fractalnoia and, 222, 238–39, 240; Michalski’s work on, 238–39; new “now” and, 4–5; overwinding and, 136, 140, 142, 155–57, 181–89; time binding and, 140.
See also
MyLifeBits; RAM; TheBrain
Méro, László, 221–22
Michalski, Jerry, 237–39, 240
microchips, 88, 93, 122–23, 263
microphone screech analogy, 208, 210
Microsoft Corporation, 156, 239; MyLifeBits project at, 239–41
Milgram, Stanley, 37
millenium, 3, 10–11, 17
“Mind” (Bateson cybernetic system), 225–26
MMORPGs (multiplayer online role-playing games), 62–63
Mob Wives
(TV show), 39, 149
money/currency: apocalypto and, 258; behavioral finance and, 174–75; cashless societies and, 183–84; centrally-issued, 171, 173; debt and, 5, 173–80; interest-bearing, 3, 171–73, 174, 175–76, 177; kinds of, 145–49; new “now” and, 3, 5; overwinding and, 145–49, 170–80, 183, 184–85, 194; time as, 135, 170–80
Moore, Gordon E., 9
Moore’s Law, 9
morality, 37–38, 250, 259, 260.
See also
ethics; values
Moritz, Michael, 236–37
mortgages, 5, 168, 174, 175, 176, 177–78, 229, 247
movies: apocalypto and, 247, 248–50; chronobiology and, 88; copies of, 71; digiphrenia and, 84, 101; fractalnoia and, 209; narrative collapse and, 28–32, 58, 67; zombie, 247, 248–50
Moyers, Bill, 13
MTV, 23, 35–36, 143, 154
multitasking, 3–4, 122–26
Museum of Modern Art (New York City), 154–55
music: illegally downloading, 192–93; time/sound and, 114
MyLifeBits (Microsoft project), 239–41
Mystery Science Theater 3000
(MST3K) (TV show), 24–25, 201
myths: apocalypto and, 263; brand, 210, 212; digiphrenia and, 76, 78, 111; fractalnoia and, 210, 212–13; narrative collapse and, 13, 16, 39, 64; new “now” and, 4; overwinding and, 164–65, 167, 190
narrative collapse: apocalypto and, 245; change and, 9–10, 14–16; culture and, 12, 13, 30; digiphrenia and, 73; fractalnoia and, 212; games and, 58–66, 67; initial reactions to, 66; as manifestation of present shock, 7, 9–67; millenium and, 10–11; movies and, 28–32, 58, 67; new “now” and, 2, 4, 6; 1965 events and, 14; 1990s and, 9–10, 38–39; now-ist pop culture and, 23–34; Occupy Movement and, 18, 55–58; real-time news and, 43–50; and responses to living in a world without narrative, 39–43; sports and, 39–43; television and, 20–28, 31, 32, 33–34, 35–50, 58, 66, 67; terrorism and, 10–11, 17–18, 48; traditional storytelling and, 18–34.
See also
storytelling;
specific topic
Nash, John, 221
Nass, Clifford, 123
National Aeronautics and Space Agency (NASA), 89–90, 223
National Football League, 41
Nazi Germany, Milgram’s research about obedience in, 37
New Aesthetic, 96
news: continuous cycle of, 54; fractalnoia and, 201–2, 216; narrative collapse and, 43–50, 66; overwinding and, 141–42, 143; public confidence in reporting about, 51; real-time, 43–50; stored, 143.
See also
blogs; Internet; newspapers; television
newspapers, 44
Nisbett, Richard, 234–35
nonverbal communication, 126, 150
now: acting, 159–69; long, 140–49, 193, 194; new, 1–8; as nonexistent, 6; and now-ist popular culture, 23–34.
See also
present/presentism
Obama, Barack, 18, 56, 198
obsessive short, 140
Occupy Movement, 18, 55–58, 64, 161, 216, 264
Olympic Sports Medicine Committee, U.S., 102
Omega.
See
Alpha-Omega framework
Ong, Walter, 77
Opera Solutions, 158
opinions, 50–51
Ottoman Empire, 172–73
overwinding: acting now and, 159–69; algorithms and, 178–79, 180, 181, 182, 183; “always-on” philosophy and, 102, 186; apocalypto and, 245, 261; change and, 141, 167; consumers and, 159–69; definition/characteristics of, 1–2, 135–36, 140, 151, 153, 157, 159; kinds of time and, 140–49; long now and, 140–49, 193, 194; makeup and, 149–59; as manifestation of present shock, 7, 131–95; mashup and, 149–59; memory and, 140, 155–57, 181–89; money and, 145–49, 170–80; obsessive short and, 140; ownership and, 168–69; spring-loading and, 136–37, 176, 182, 184, 186, 187, 189, 190–92; storage and, 136, 142, 143, 145–49, 171, 184, 186, 188, 189, 190, 194; temporal diversity and, 133–34, 139; time binding and, 137–40, 194; time as money and, 170–80; timescales and, 7, 131–37, 140–49, 190; winding up and, 189–95.
See also specific topic
ownership, 168–69, 204
pacing: collaborative, 100–101; digiphrenia and, 74, 93–109; importance of, 8; multiple timescales and, 135; overwinding and, 135, 141, 170
paranoia, 204, 218, 222, 240–41, 250, 261
patterns: apocalypto and, 251, 263, 264; fractalnoia and, 7, 197–205, 209, 216, 217–19, 229, 230–41; generating of, 217–19; as nonexistent, 201, 202; recognition of, 7, 219, 230–41, 264