Licklider saw the promise of networking computers as a great opportunity to bring together intellectuals. “There will be plenty of opportunity for everyone (who can afford a console) to find his calling for the whole world of information, with all its fields and disciplines, will be open to him-with programs ready to guide him or help him explore” (40). However, it seems as those who log onto the Internet are not merely logging on to gain intellect.
In the last year, the online games audience has grown 16% – over four times the rate of the overall Internet growth (Nielsen//NetRatings). Are young people using the technology Licklider envisioned could save humanity to escape into a fantasy world? Worlds created by them, thus not allowing them the chance to improve on the real world they live in.
Hughes agreed with media historian Paul Edward “Edwards argues that these fictional closed worlds distill and simplify our anxieties and aspirations in the so-called real world” (106). Hughes continued to argue “Humans sometimes try to escape from the closed world into the green one. While rationality prevails in the closed world, natural forces, emotions, community, and even mystical, magic powers prevail in the green world. The space of flows and the closed world, on the other hand, are human-built, human-imagined worlds completely disconnected from physical nature and completely controllable”(106-107). This creates a loss of reality. Instead of the Internet bringing people together in a close-knit community, it gives them an opportunity to escape to their own created worlds forgetting about their problems and the problems of those surrounding them.
Licklider thought the increase of Internet technology would be “the boon to humankind. Unemployment would disappear from the face of the earth forever” (40). The current unemployment rate is 4.7% (Bureau of Labor Statistics). One really can’t blame Licklidder for his optimism.
The Internet grew faster and moved quickly into the mainstream community than anyone could imagine. Logging on is now so simple one doesn’t need a college degree to log on or surf the web. It’s a classic tale of something being created being used for everything but it’s original use.
Could it be as Hughes thought, “that large technological systems have subsystems and components whose original purpose has been forgotten and whose present function is no longer clear” (79). Has Licklider’s original purpose for computer interactivity lost it’s way with the big bright lights of online gaming, Internet porn, and user generated web sites distracting us. All may not be lost; Wikipedia is one of the top ten fastest growing Web brands, with a 181 percent year-over-year increase (Nielsen//NetRatings). Wikipedia’s is a free encyclopedia anyone can update.
Or instead of being lost perhaps Internet users exploration of nonintellectual activity is acting as a learning experience. Hughes believed “A new generation of “kids,” unconstrained by the need to be in geographic proximity, will collaborate over digital networks to increase global harmony” (108). Will people gathering in the fictional world one day gather in the real world? Bush stated “Presumably man’s spirit should be elevated if he can better review his shady past and analyze more completely and objectively his present problems” (The Atlantic Monthly).
So, Licklider’s dream may not be lost. Maybe social growth just needs some time to catch up with the fast paced growth of interactive technology.
Citations:
Hughes, T.P. Human-built World: How to Think About Technology and Culture. Chicago: University of Chicago Press (2004).
Licklider, J.C.R. “The Computer as a Communications Device.” Science and Technology (1968).
Bush, V. “As We May Think.” Atlantic Monthly July 1945. .
Nielsen//NetRatings Site. 14 August 2006. Kids, Teenagers and Online Games. 14 August 2006 .
Bureau of Labor Statistics. August 2006. Current Population Survey. August 2006 .