It's not surprising that gamespace has become a workplace for hundreds of thousands of "gold famers" who undertake dreary, repetitive labor to produce virtual wealth that's sold to players with more money and less patience than them. The structural differences between in-game play and in-game work are mostly…
Now we get to the core of the simulation argument. This does not purport to demonstrate that you are in a simulation. Instead, it shows that we should accept as true at least one of the following three propositions: (1) The chances that a species at our current level of development can avoid going extinct before…
An evolving cyberspace becomes effectively ever more capacious and long lasting, and so can support ever more minds of ever greater power. If these minds spend only an infinitesimal fraction of their energy contemplating the human past, their sheer power should ensure that eventually our entire history is replayed…
The Truth was the presumptuous name of the religion, the faith that lay behind the Shrievalty, the Cessoria, in a sense behind the Mercatoria itself. It arose from the belief that what appeared to be real life must in fact - according to some piously invoked statistical certitudes - be a simulation being run within…
Anyone who sees a hurricane coming should warn others. I see a hurricane coming. Over the next generation or two, ever larger numbers of people, hundreds of millions, will become immersed in virtual worlds and online games. While we are playing, things we used to do on the outside, in “reality,” won’t be happening…
We have come to accept as inevitable a duo of coexisting lousy extremes. Sometimes information is supposedly free but people are subject to weird surveillance and influence, with insufficient commensurate rights. This is the familiar world of Google, Facebook, et al. It will not be a sustainable path as technology…
As the game grew in international popularity, players from all over the world converged on the U.S. West server, leading to frequent overloading and lag in game play. The problem became particularly acute when Diablo II was released in Korea. Within a few weeks of its release, Diablo II sold 300,000 copies, making it…
Before the Internet, I made more trips to the library and more phone calls. I read more books and my point of view was narrower and less informed. I walked more, biked more, hiked more, and played more. I made love more often. [...] How has the Internet changed my thinking? The more I’ve loved and known it, the…