See also advertising
commodity trading, 185–86
communities, overwinding and, 183–84, 194
Community (TV show), 27–28
computers: apocalypto and, 255, 259, 263; digiphrenia and, 1, 67, 84, 85, 98–99, 116, 122, 128; fractalnoia and, 208, 230–31, 238, 239–40; games on, 58–66; location of, 179–80; memory in, 140n; as metaphor for humans, 82–83; new “now” and, 4–5; overwinding and, 140n, 179–80; robo-answering, 128; Rushkoff’s first exposure to, 230–31; stress on, 140n.
See also programmers
connectivity: advantages and disadvantages of, 206–7; apocalypto and, 252, 254, 261, 263, 266; clocks and, 112; consumers-producers and, 166–67; digiphrenia and, 96, 109, 111, 112, 113, 121, 125–26, 127; fractalnoia and, 7, 199, 203, 204–5, 214, 215, 217, 219, 220, 228, 230, 232, 236, 238, 240; games and, 61; humor and, 25; narrative collapse and, 21–22, 25, 34, 38–39; overwinding and, 195; and premature connections, 219; resilience and, 205–6; storytelling and, 21–22; too much, 228.
See also feedback; patterns
conspiracy theories, 8, 198–99, 201, 264
consumers: acting now and, 159–69; behavioral finance and, 174–75; change and, 167; digiphrenia and, 94; disconnect between producers and, 166–67; fractalnoia and, 201, 211–12, 213–14; media and, 166; narrative collapse and, 64; overwinding and, 159–69, 170–71, 174–75, 185, 186, 192; ownership and, 168–69; self-image of, 211, 212; time as money and, 170–71, 174–75.
See also Black Friday; marketing/market research
content: apocalypto and, 259; digiphrenia and, 96, 97, 115; fractalnoia and, 199, 202; humans as, 259; narrative collapse and, 22–23, 36–37; overwinding and, 141–42, 143, 153, 187, 193–94; reality television and, 36–37
context: apocalypto and, 260; digiphrenia and, 114; fractalnoia and, 200, 238, 240; new “now” and, 6; storytelling as creating, 13–14
contracts, 77–78, 161–62, 169, 184, 185
control, 82–83, 219, 223, 224–26, 262.
conversations, fractalnoia and, 211
cooperation/collaboration, 193–94, 203–5, 221, 222, 226–27, 263.
See also share/sharing
copies, 71–72, 114
COPS (TV show), 35
corporations. See business/corporations
crashes: in financial markets, 181, 230; flash, 181, 182
credit cards, 5, 161, 174, 175
credit default swaps, 178
crisis: chronobiological, 93; narrative collapse and mentality of, 55; real-time news and, 47, 48–49
Cronkite, Walter, 44
crowdsourcing, 213, 238–39
Crystal Palace, Great Exhibition (1851) in, 164–65
cubism, 155
culture: and compression of multitude of eras, 30; digiphrenia and, 72, 100; future-focused, 12; mashup and, 154–55; narrative collapse and, 12, 13, 30; new “now” and, 6; oral, 77; overwinding and, 141, 153–54; storytelling and, 12, 13; temporal diversity and, 133.
See also popular culture
currencies. See money/currency
“cutscenes,” 27
cybernetics, 224–26, 227
Dachis Group, 86–87
The Daily What (blog), 43
Dardik, Irving, 102, 104
Darfur is Dying (game), 63–64
Darwin, Charles, 118
data. See information
Davis, Wade, 248
Dawkins, Richard, 259
Defense Advanced Research Projects Agency (DARPA), 198
Defense Department, U.S., 46–47
DeLillo, Don, 34
democracy, 13, 45, 50, 51, 53, 54
Democratic Party, 56
Denton, Nick, 97
department stores, 94, 165–66
derivatives market, 175, 178
digiphrenia: “always-on” philosophy and, 73–74, 85, 94–95, 97–98; apocalypto and, 245; benefits of, 73; cause of, 122; change and, 73, 86–87, 88–89; choices and, 110–12, 115–16, 119–20, 124; chronobiology and, 87–93, 101, 103–7; clocks and, 80–82, 85, 89–93, 95, 102, 112; connectivity and, 96, 109, 111, 112, 113, 121, 125–26, 127; coping with, 75–76; definition/characteristics of, 1, 75; disadvantages/challenges of, 67, 73; leading and, 93–109; as manifestation of present shock, 7, 69–129; multitasking and, 122–26; narrative collapse and, 73; pacing and, 74, 93–109; programs and, 84, 87, 93, 98, 101–2, 107; self and, 69–76; as stage in long progression, 76; stages in human development and, 82–87; storytelling and, 72–73, 85; sync and, 100–101, 106, 109, 121, 122, 126, 127, 128; time as a technology and, 76–87, 88–90.
See also specific topic
Disney theme parks, 186–88
DNA, 85, 258
Doctorow, Cory, 217
Domeier, Rick, 94
drone pilots, 7, 120–22
drugs, 92, 98, 99, 103, 124
Dulles, John Foster, 89
Dunbar, Kevin, 204
Duncan Yo-Yo, 108
Dungeons & Dragons (game), 60–61, 60n
Dyson, Freeman, 133, 135, 141
Earth, first photographs of, 223–24
Eastern-Westerner comparison, Nisbett’s, 234–35
economy/economics: behavioral, 5–6; cashless societies and, 184; change and, 167; digiphrenia and, 97; expansion of, 170–80; fractalnoia and, 206, 226, 227, 228–29; global, 206; new “now” and, 3, 4, 5–6; overwinding and, 136, 145–49, 161, 163–65, 167–68, 171, 184–85; stages in human development and, 80; storage-based, 184; time and, 80.
See also consumers; money/ currency
Edelman, Richard, 50
efficiency, 81, 82, 95, 188
Eisner, Michael, 186, 187, 188
elections of 2008, 18
Elliott, Ralph Nelson, 229
Elliott Wave, 229–30
email, 2, 69–70, 99, 117–18, 119–20, 143–45, 264
emergence concept, 227, 262, 263
empathy, 236, 237
end/endings: apocalypto and, 7, 247, 250, 252, 253–54, 261, 262; fractalnoia and, 199; games and, 59, 61–62, 67; hardest part of living in present shock and, 247; narrative collapse and, 34, 56, 59, 61–62, 66, 67; new “now” and, 4; of time, 250, 252, 253–54, 262; traditional storytelling and, 62
Energy Department, U.S., 54
energy, renewable, 189–91
entertainment, 21.
See also type of entertainment
environment, 8, 13, 50, 115, 134, 135, 189, 194, 246
Epic Failure (YouTube), 43
escapement technology, 79
ethics, 12, 60, 70.
See also morality; values
etsy.com, 117–18
eureka moments, 116
everything is everything concept, 197, 199, 204, 205, 210, 212, 213, 228
Facebook: apocalypto and, 257; digiphrenia and, 72, 74–75, 85, 95–96, 126; fractalnoia and, 211, 239; narrative collapse and, 47; overwinding and, 142, 149, 155, 156, 157–58, 182; real-time news and, 47
fairness, 120–21, 226
fakery, 234
Family Guy (TV show), 26–27, 28
Farmville (game), 63
“fast learners,” 125
favor banks, 183–84
Federal Aviation Administration, U.S. (FAA), 89
Federal Reserve, 5, 148
feedback: apocalypto and, 263; definition of, 207; fractalnoia and, 205–19, 220, 221, 222, 224–25, 226–27, 236; speed of, 208, 209
Feldmar, Andrew, 156
Ferriss, Timothy, 95
field hospitals, 191
Filippi, Mark, 103–6
“filter failure,” 116–17
financial markets: algorithmic-driven, 178–79, 180; apocalypto and, 8, 257, 264; black box trading and, 179, 180; commodity trading and, 185–86; crashes in, 181, 230; dark pools for, 182; digiphrenia and, 1, 99–100; fractalnoia and, 201–2, 203, 226–27, 229–30; free, 226, 227; high-frequency trading in, 181–82; “invisible hand” of, 226–27; “meet me” room for, 180; narrative
collapse and, 11–12; new “now” and, 5; overwinding and, 7, 8, 136, 173, 175–80, 181–83, 184, 185–86; physicial location of network and, 179–80; time as money and, 173, 175–80
flash pictures, 71
flashbacks, 28, 29
flow: apocalypto and, 265; of information, 141–42, 145–49; overwinding and, 189, 192, 194; of time, 141–42, 145–49
Forrest Gump (movie), 29–30
fox and hedgehog prototypes, 232–33, 235
Fox News, 49, 55–56
fractalnoia: “always-on” philosophy and, 211; apocalypto and, 245–46, 264; change and, 224, 235–37; chaos and, 202, 209, 219–30; choices and, 202, 215, 227; conversations and, 211; cybernetics and, 224–26, 227; definition/characteristics of, 201, 240–41; everything is everything concept and, 197, 199, 204, 205, 210, 212, 213, 228; feedback and, 205–19, 220, 221, 222, 224–25, 226–27, 236; game theory/gaming and, 220–21, 222–23, 224; impact of, 209–10; as manifestation of present shock, 7, 197–241; narrative collapse and, 212; patterns and, 197–205, 209, 216, 217–19, 229, 230–41; sharing and, 203–4; systems theory, 226–28.
See also specific topic
fractals: apocalypto and, 251–52; definition/characteristics of, 200–201, 241; function of, 200, 208–9; infinity of, 252; Prechter work on, 229–30; predictive power of, 229; similarity among, 228; as truth serum, 219
free will, 61, 62, 85, 227
Frum, David, 54
Full Spectrum Warrior (game), 65
Fureai Kippu network, 148
future: agenda for, 16–17; apocalypto and, 252; birth of notion of, 77; fear of, 246; millenium and, 17; narrative collapse and, 9–12, 16–17; present in, 17; present shock and, 252.
See also specific topic
“future shock,” 4, 9, 14–15
“The Game of Death” (TV show), 38n
Game of Thrones (TV show), 34
game theory, 220, 221, 222–23
games, 58–66, 67, 72, 84, 217–18. See also specific game
Games for Change, 63–64
gaming a system, 220–21, 224
Gartner Company, 86
Gawker, 97, 98
General Motors, 213–14
General Semantics, 137
generational issues, 17–18, 137–40.
See also youth/young people
Giambi, Jason, 41
Gilles, Mel, 246
Gillis, Gregg, 154
Girl Talk (Gillis project), 154
Gizmodo, 97
Glee (TV show), 20
Gleick, James, 259
glitch dancing, 96
God, focus on single, 262
“God” games, 62
Goodman, David, 102, 104
Google: Calendar of, 70–71; digiphrenia and, 69, 70–71, 96, 110, 114; fractalnoia and, 218, 237, 239; Moritz as investor in, 236, 237; new “now” and, 2; overwinding and, 153, 155, 157–58
government: fractalnoia and, 219, 220; professional communication campaigns of, 51.
See also politics
GPS (global-positioning system), 84
Gray, Dave, 86–87
Great Exhibition of the Works of Industry of All Nations (1851), 164–65
great ideas, 118
Greece, 183–84, 194
Green, Judson, 187, 188
Griffith, D. W., 154–55
Grigoriadis, Vanessa, 97–98
growth, 9–10, 258. See also change
“Grup” (aging yuppie hipster), 151–52
Guild Wars (game), 62
guilt, 121
Gygax, Gary, 60n
Habermas, Jürgen, 51
Hamlet, “gist” of, 233
hard drives, 140, 140n
Hayek, Friedrich, 226–27, 228
HBO, 34, 107, 210
healthcare, 64, 102–3, 173–74, 191
Heroes (TV show), 32, 34
High Frequency Active Auroral Research Program (HAARP), 198, 201
Hillis, Danny, 134
Hilton, Paris, 39
hiring, 156, 217
history: calendars associated with, 81; personal, 85; present shock and, 252; as progression, 77
History Channel, 243, 245
Hitchcock, Alfred, 26
holidays, 78
Home Shopping Network, 94
Homebrew Computer Club, 203
HTML. 5, 128
Huffington Post, 50–51
human society, as cybernetic system, 225–26
humans: clock as metaphor for, 81, 82; computers as metaphor for, 82–83; as content, 259; evolution of, 254–60; limits of, 254–60; as machines, 95; needs of, 81; specialness of, 258; stages in development of, 76–87; and transcending humanity, 251–54; unpredictability of, 219–30
humor, 25.
See also situation comedies
Hung, William, 37
hunter-gatherer society, 76–77
Hurricane Katrina, 51
Hurst, Mark, 144
Hussein, Saddam, 46
I Ching, 252
I Dream of Jeannie (TV show), 14
identity, digiphrenia and, 122
iHeart, 107
Inception (movie), 201
Industrial Revolution, 87, 161–63, 164–65
information: apocalypto and, 2, 259, 263; bombardment of, 72; collection of, 158–59; control of, 223; digiphrenia and, 72, 75, 86, 116; filter failure and, 116–17; flow of, 141–42, 145–49; fractalnoia and, 199, 223; marketing and, 6, 85, 128, 158, 240; new “now” and, 3, 5, 6; overload of, 2, 116; privacy, 158; stored, 5, 142–49; time as, 86
innovation, 187, 188, 205, 217–19, 231–32
instant gratification, 94
instinct. See intuition/instinct
Institute for Creative Technologies, USC, 65–66
intelligence, 125
interactivity. See connectivity
Internet: as always-on, 73–74; culture of, 96–97, 99; decontextualized, 27; development of, 224; digiphrenia and, 67, 93, 124, 125; discontinuity of age of, 29; ethics and, 70; fractalnoia and, 199, 224; games and, 64; location of computers and, 179–80; narrative collapse and, 16, 27, 29, 47, 48, 50–51, 56, 64; as never sleeping, 69; Occupy Movement and, 56; overwinding and, 179–80; public confidence about news on, 51; real-time news and, 47, 48; reporting and opining and the, 50–51
interruptions, 74, 123
intuition/instinct, 5, 219–20, 222, 233, 234–35
investments. See financial markets
Iraq War, 232
Ito, Joichi, 191–92
James, LeBron, 41
Japan, 148, 191, 198, 225
Jarvis, Jeff, 52
Jay-Z, 154
jet lag, 89–90
Jezebel, 97
jobs/employees, 156, 170, 187–88, 217–18
Jobs, Steve, 108, 203
Johnson, Lyndon B., 45
Johnson, Steve, 118, 203
Jordan, Michael, 41
journalism, 50–52, 56, 66. See also media
JPMorgan Chase, 174
Kairos time, 112–20, 236, 259
Kaprow, Allan, 60
Keen, Andrew, 52
Kelly, Kevin, 256–57
Kennedy, John F., 29
Kirn, Walter, 234
kleptomania, 166
Korzybski, Alfred, 103, 137–38, 139
Kurzweil, Ray, 254–56
Kutcher, Ashton, 119
Langley, John, 35
Law of Accelerating Returns, Kurzweil’s, 255–56
Law of Diminishing Returns, 255
Law and Order (TV show), 20, 32
Le Guin, Ursula K., 13
leading, digiphrenia and, 93–109
Lennon, John, 29
Leno, Jay, 55
Lethem, Jonathan, 34
leverage: digiphrenia and, 71–72; fractalnoia and, 206, 229; overwinding and, 135, 136, 137, 139, 163, 165, 175, 176, 177, 178, 184, 185, 186, 188, 189, 190; storytelling and, 20
Licklider, J.C.R., 4
LifeWaves, 107
&n
bsp; Lilla, Mark, 53
Lincoln, Abraham, 82
Linnaeus, Carolus, 90
Lippman, Walter, 45
local economic transfer systems (LETS), 149
long now, overwinding and, 140–49, 193, 194
Lost (TV show), 32, 34, 39, 199
Luntz, Frank, 47
machines: digiphrenia and, 93, 95, 98–99; event-based, 98–99; fractalnoia and, 224, 225, 230, 231; humans as, 95; needs of, 81; new “now” and, 4–5; off-loading of time intensive tasks to, 93.
See also computers
MacLeish, Archibald, 223–24
Macy’s, 160
MAD (mutually assured destruction), 221
Mafia Wars (game), 63
Major League Baseball, 41, 89
makeup, overwinding and, 149–59
management: role of, 187; scientific, 81
Mandlebrot, Benoit, 201, 229
manhood, 39
March, James G., 125
marketing/market research, 6, 85, 128, 158, 240
mashup, 149–59
mass production, 161–62, 165
Mayer-Schonberger, Viktor, 157
McCain, John, 41
McDonald, Mark, 86
McKenna, Dennis, 251–52
McKenna, Terence, 251–53
McLuhan, Marshall, 115, 202, 214–15, 219
Mead, Margaret, 225
media: apocalypto and, 248; change and, 265; consumers and, 166, 167; digiphrenia and, 7; fractalnoia and, 202, 203–4, 205, 210–11, 214–15, 223; global, 214–15; overwinding and, 166, 167; zombie movement and, 248.
See also journalism
Media Virus (Rushkoff), 203
medicine. See drugs; healthcare
“meet me” room (New York City), 180
Memento (movie), 31–32
memory: apocalypto and, 250, 255, 259–60; in computers, 140n; digiphrenia and, 82, 105, 122–23, 127; and digital memory as never forgetting, 155–57; fractalnoia and, 222, 238–39, 240; Michalski’s work on, 238–39; new “now” and, 4–5; overwinding and, 136, 140, 142, 155–57, 181–89; time binding and, 140.
See also MyLifeBits; RAM; TheBrain
Méro, László, 221–22
Michalski, Jerry, 237–39, 240
microchips, 88, 93, 122–23, 263
microphone screech analogy, 208, 210
Microsoft Corporation, 156, 239; MyLifeBits project at, 239–41
Milgram, Stanley, 37
millenium, 3, 10–11, 17
“Mind” (Bateson cybernetic system), 225–26
MMORPGs (multiplayer online role-playing games), 62–63
Mob Wives (TV show), 39, 149
money/currency: apocalypto and, 258; behavioral finance and, 174–75; cashless societies and, 183–84; centrally-issued, 171, 173; debt and, 5, 173–80; interest-bearing, 3, 171–73, 174, 175–76, 177; kinds of, 145–49; new “now” and, 3, 5; overwinding and, 145–49, 170–80, 183, 184–85, 194; time as, 135, 170–80
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