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Steve Bosserman

"That Is Power": Why Democrats Are Losing the Only Fight That Matters - 0 views

  • We inhabit a world of niche interests and platforms and distractions, where everyone is supposedly paying attention to their own thing. Unlike the mass-audience days of I Love Lucy—a show that commanded a remarkable 71 percent of television eyeballs in 1953—today you can happily silo yourself from signals that you don’t care about. Our attention spans are shrinking. Axios reported this week that more than 70 percent of the American population regularly uses another digital device while watching TV. It’s incredibly hard to seize attention in 2018; there’s too much to read and watch, too much to look at.
  • As Columbia Law Professor Tim Wu writes in his book The Attention Merchants, Trump “cannot be avoided or ignored and his ideas are never hard to understand. He offers simple slogans, repeated a thousandfold, and he always speaks as a commander rather than a petitioner, satisfying those who dislike nuance. With his continuous access to the minds of the public, the president has made almost all political thought either a reflection, rejection, or at least a reaction to his ideas. That is what power looks like.”
  • “The way to disempower Trump is to ignore him, but it’s too hard even for his opponents to do it,” Wu told me over the phone recently. “It has to be a pure attention battle. If you were another network and Trump was I Love Lucy, what do you do? You can’t necessarily spend all your time criticizing I Love Lucy because that will just build it up. You need your own programming and to develop your own characters and celebrities who have to be as interesting and compelling. You need to have your own show. And I don’t think Democrats have their own show other than the ‘I Hate Trump’ show.”
Steve Bosserman

Escape to another world | 1843 - 0 views

  • What these individuals are not doing is clear enough, says Erik Hurst, an economist at the University of Chicago, who has been studying the phenomenon. They are not leaving home; in 2015 more than 50% lived with a parent or close relative. Neither are they getting married. What they are doing, Hurst reckons, is playing video games. As the hours young men spent in work dropped in the 2000s, hours spent in leisure activities rose nearly one-for-one. Of the rise in leisure time, 75% was accounted for by video games. It looks as though some small but meaningful share of the young-adult population is delaying employment or cutting back hours in order to spend more time with their video game of choice.
  • People work for many reasons – to occupy their time, to find purpose in life and to contribute to society, among other things – but the need to earn money typically comes top of the list. Money puts food on the table, clothes in the wardrobe and a roof overhead. Yet these days, satisfying those needs in the most basic way does not take an especially large income, particularly for those with the option of depending on family members for assistance. The reason to work harder and earn more than the minimum needed to survive is, in part, the desire to have something more than the bare necessities – nice meals, rather than the cheapest calories available, a car, holidays abroad, a home full of books and art. Much of the work we do is intended to earn the money to afford a few luxuries to add to our comfort and enrich our lives.Yet we face a trade-off. The harder we work, the less time we have to enjoy the luxuries our labour affords us. The more lavish the luxuries we seek, the more we must earn to acquire them, and the longer and harder we find ourselves working.
  • Stand back, however, and the implications are far more substantial than this. One can just about spot the vision of a distant, near-workless future in the habits of young gamers. If good things in life can be had for very little money, then working hard to have more than very little money looks less attractive. The history of the industrial era has been one in which technology has reduced the proportion of income devoted to necessities like food while providing vast new possibilities for consumption. As this happened, the hours worked by the typical person declined.
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  • A life spent buried in video games, scraping by on meagre pay from irregular work or dependent on others, might seem empty and sad. Whether it is emptier and sadder than one spent buried in finance, accumulating points during long hours at the office while neglecting other aspects of life, is a matter of perspective. But what does seem clear is that the choices we make in life are shaped by the options available to us. A society that dislikes the idea of young men gaming their days away should perhaps invest in more dynamic difficulty adjustment in real life. And a society which regards such adjustments as fundamentally unfair should be more tolerant of those who choose to spend their time in an alternate reality, enjoying the distractions and the succour it provides to those who feel that the outside world is more rigged than the game.
Bill Fulkerson

Descartes was wrong: 'a person is a person through other persons' - Abeba Birhane | Aeo... - 0 views

  • The emerging fields of embodied and enactive cognition have started to take dialogic models of the self more seriously. But for the most part, scientific psychology is only too willing to adopt individualistic Cartesian assumptions that cut away the webbing that ties the self to others. There is a Zulu phrase, ‘Umuntu ngumuntu ngabantu’, which means ‘A person is a person through other persons.’ This is a richer and better account, I think, than ‘I think, therefore I am.’
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