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Posts Tagged ‘Observer’

End of history, the end of creativity

September 15th, 2009

Two articles in the Observer this weekend about history and the way we think now were more than a little chilling. Polly Curtis writes that thousands of UK pupils are being allowed to drop history at the age of 13 and three out of 10 schools no longer teach it as a standalone subject.

Tim Adams tells us in the same issue that in all fields of arts, there is a growing reluctance to engage with the present and instead to escape into the past.

To me, there’s a pristine contradiction apparent here. On the one hand, we seem to be accepting that history is not absolutely essential as a field of study that all children should be encouraged to play in – one that feeds creativity in so many different ways and encourages (if taught well) inquisitive, enthusiastic and balanced ways of thinking.

On the other hand, we fear the chaotic present and seek solace in an aesthetic that feeds on the past, a conditional and partial view that does not bear rational historical inquiry. Retro can be playful, but it’s rarely executed with any innovative style and induces a profound sense of dislocation because it’s not what we are. I feel repulsed by the Beatles computer game and the disinterment of the back catalogue because it does not inform my present in new ways.

But that does not mean that I find the past repulsive, quite the opposite. Learning new things about the past and knowing how to work with that information is a skill I was taught with great passion at school (thanks Mr Steynor) and has stayed with me ever since. It gives me a grounding, a tool for measurement and analysis, and a sense of time and place.

We could forget to teach classical and medieval history – maybe that would not matter so much. But to ignore the study of the richest period of all time – that embraced by modern history – is beyond belief. The past century has surely been the most profound and creative period in recorded history, with so many new forms of creativity and questionable aesthetics to be debated and enjoyed. We should also be bearing witness to the degradations of extreme politics and economics – and remembering the lessons from those appalling experiments.

Our digital economy depends on truly creative stimulus – and in this process, the fission and fusion from the study of history that feeds minds is absolutely necessary.

Actually, Will Hutton in the same edition of the Observer makes a passing point in his bravura defence of the rightness of having a huge national debt with a comment on the fact that the UK is catching up with competitors in innovation. While his main point was about science, the argument should be extended to include the arts. And history is a fine balance between both. That’s why it’s worth teaching.

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Second Life and second coming for virtual worlds

November 17th, 2008

I was trolling around a couple of old-fashioned virtual reality worlds over the weekend – the print versions of Guardian and Observer newspapers. Sometimes I really enjoy the different pace and mindset of reading print. I’ll be careful not to stretch the virtual world simile too far with these newspapers, though it did feel a little like that, wandering through editorial constructions of the worlds we live in.

Anyway, virtuality has surfaced again in press agendas with the Second Life divorce story that Mark Lawson commented on in Saturday’s Guardian. and Victor Keegan’s full-page Observer Focus on the “virtual revolution”  the next day. Lawson warned about the emotional damage that could be caused in the real world from actions taken in a fantasy environment. Keegan wrote on the explosion of virtual worlds and the potential impact on real economies.

It was good to have the views of these two significant commentators so close together, with Lawson’s edgy assertion that popular culture needed to come to terms with the fact that fantasy actions have real emotional consequences balanced with Keegan’s economic perspective. Keegan warned that developing economies, particularly China, were building truly massive online 3D environments with the aim of luring customers in the developed economies to try then buy goods cheaply at source – collapse of middleman markets. A scary prospect but one that still has to wrestle with the realities of sub-prime service delivery, leading to lag, crashes and “unforeseen effects” (hardly conducive to making a sale, or for that matter, a “positive brand experience”) .

While Lawson confined his view to Second Life and reality TV, hooked around the suicide of an X Factor contestant in the US, Keegan named the usual suspects (SL, Entropia, Runescape) in his top picks, along with newcomers Twinity and Football Superstars. Keegan also made much of the European innovation and entrepreneurial spirit embodied in all the above, with the exception of SL and also doffed his cap to the Euro brilliance of Habbo, even stretching the Eurozone to include World of Warcraft (owned by French company Vivendi!)

At the risk of being unpatriotic, I could also mention Metaplace. I think this virtual space has everything – except an opening for me as a beta tester! It’s an open platform (world first?) that people can use to build their own virtual environments. The vision is to build a network of worlds, an ecosystem of business, education and pleasure. And the visionaries are Raph Koster, who you may know as former Sony Online Chief Creative Officer and author of one of my favourite manuals, “A Theory of Fun for Games”. He has easily completed his 10,000 hours required to become a Master in a given discipline (Malcolm Gladwell). Co-founder John Donham (also qualifying as a 10,000-hours Master) has helped to bring to fruition, among others, Everquest and Star Wars Galaxies. And investors include Mark Andreesson – another of my heroes. To cap it all, one of the advisors is Dr Richard Bartle, one of the most astute commentators on virtuality I’ve met.

I just begin to sense that the virtual universe has expanded again and moved out of the darker side that saw SL sign-ups fade away and investors lose their taste for these types of projects. And that is going to be good news for brands who want to find more routes to engaging with customers – and great news for those of us who love the sheer joy of a virtual world that connects and clicks.

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