Tomorrow and beyond

Published On:
Tuesday, September 15, 2009
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When exploring the past, we examine old mosaics, scrolls and wall-etchings — fragmented tales left as remnants of a past society, memories of cultures lost to the ages.

I sometimes wonder what scientists will have to say about us when they look back at our era hundreds of years from now, but I never doubt what they will use to study us: the World Wide Web.

The Internet is an intangible and infinite sea of information on our history, an artifact of global collaboration. But what does our usage say about us as a culture, and what can it predict about our future?

Robert Venditti’s comic book series “The Surrogates,” whose movie adaptation hits theaters later this month, paints a future where humans interact with each other using remote-controlled humanoid robots.

These “Surrogates” can take whatever form the user desires and allows them to connect with the outside world from the safety of their living rooms.

As outlandish as this future sounds, in a world where military, assembly and even medical services are quickly being replaced by remote-operated machines, it may be more probable than you think.

While online access has become a staple of modern society, its uses are as diverse as they are remarkable.

Some use the Internet to keep in touch with friends, check the news and weather or shop online.

Others utilize its powers to amass incomparable wealth —Cameron Johnson, a self-made entrepreneur, opened his first online business at age 9 and made his first million before graduating high school.

Still, more invest hundreds of hours online in virtual realms, leveling and upgrading their online avatars while their bodies and real world relationships degenerate like some modern-day Dorian Gray.

While “World of Warcraft” has proved the unarguable scapegoat for Internet addiction (a diagnosis that has grown in legitimacy and popularity in recent years), “Second Life” is a far more intriguing example of immersive massively multiplayer online gaming.

Launched in 2003, the aptly-named “Second Life” is an open-ended virtual community developed by Linden Research, Inc. Users are allowed to log on by creating an avatar, which can take whatever form they wish, and interact with other users.

Sound familiar?

Additionally, “Second Life” allows its users to buy in-game currency called Linden dollars that can be used to buy virtual goods and services from other users. Money made in the game can be converted back into U.S. dollars at a ratio of around 250 to 1, making “Second Life” the only online game where players can hold “real” jobs.

This prospect of gaming profitability is an interesting concept but serves to further blur the line between virtual reality and the real world, which can lead to severe social introversion.

Many organizations have been formed to offer support for gaming addicts and their families. Most notable is the ReSTART clinic in Seattle, which offers WoW addicts a 45-day course where patients are weaned off their gaming obsession — all for the low, low price of $14,000.

So in this growing trend of virtual escapism, where kids shoot up WoW instead of meth, what does the future hold?

Will we all be plugged into “The Matrix” and only log off to escape Keanu Reeves’ horrible acting?

Perhaps only time will tell.

To reach Hal electronically from the safety of your living room, send him your digital thoughts at hscohen@asu.edu.