Wednesday, March 6, 2013

Distraction Described, Play Encouraged: Book Recommendations

In learning and researching for articles, I have been reading many books on the subject of distraction, technology, and video games.  My speculation is that if you are reading this, you may also be interested in these topics.  I would like to recommend two books which can reveal the depth of distraction and expansion this big, big Internet can cultivate so effortlessly.

One of the first books I picked up is from journalist Nicholas Carr, titled The Shallows: What the Internet is Doing to Our Brains.  It is an in-depth exploration of the history, neurobiology, psychology  and development of distraction.  It will turn your opinion of your phone upside down, you will question the need for every notification, e-mail, and tweet you send...
Here is a brief passage from the chapter, "The Juggler's Brain:"
"It's important to emphasize that the Net's ability to monitor events and automatically send out messages and notifications is one of its great strengths as a communication technology.  We rely on that capability to personalize the workings of the system, to program the vast database to respond to our particular needs, interests, and desires.  We want to be interrupted  because each interruption brings us a valuable piece of information.  To turn off these alerts is to risk feeling out of touch, or even socially isolated...  We crave the new even when we know that "the new is more often trivial than essential""
The essence of the book is in this passage.  I especially enjoy the chapter titled "The Church of Google," where Carr brings readers on a tour of the development of Google, from the original site to the wide selection of free services, and the formation of Google Books.  I think that section is especially poignant given Google's recent projects in both Google Glass and Google TV (which includes new fiber-optic internet project in Kansas City which puts major firms like Comcast and Verizon's internet to shame).  With these, Google will probably take over the entertainment and mobile computing industries... Probably.

My next recommendation is all about games.  Everyone loves games, and author, Jane McGonigal, can tell you why.  McGonigal is a game-designer with a unique specialty and perspective on games which she explains in Reality is Broken: Why Games Make us Better and How They Can Change the World.  Games do not have to be demonized, they should be praised for the positive emotion, social connections, and even personal growth they can bring to the player.  For a quick intro to her work, her TEDtalk is well worth your while.

Another interesting "at-home-experiment" for you lovely readers would be her game, Superbetter, which is designed to help people identify and improve parts of themselves in areas of nutrition, mindfulness, fitness, optimism, quitting habits, and many other topics.  As a game, it is challenging, because you are not playing to improve an avatar, you play with the added challenge of improving yourself.  This could fall into the realm of a new phenomenon of "alternate reality games" which are games that are designed to be played in the real world, oftentimes they are played for positive, community-oriented outcomes.  I will save some of the other "In Real Life" games for later posts.

Happy reading, and please post any questions or comments.  Also, if you enjoyed this article, consider subscribing, or share any article with anyone who may find it interesting.  It could really help me get some momentum to readership on ALOL.  Thanks!

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