Log On, Rez In, Drop Out: The 60s of Technology

Virtual snail race, or mere hallucination?
A week or two ago, I found myself describing the greater metaversapolitan area to a friend who had never heard of things like Second Life or There.com, virtual worlds or massively multiplayer online games, and who had only passing knowledge of apps like Google Earth and the concept of mirror worlds. I told her about the little business boomlet the sector seems to be experiencing these days, and the potential such places and applications hold for not only increasing our knowledge of the real world and the ways we connect there, but for making possible new modes of being and richer ways of interacting. A great place to get your fantasy on, and you can pull down six figures there, to boot, or so the marketing goes. Regardless, I said, it was exciting to be a part of it, to see this new thing unfold before my eyes, to be reporting on it from the front lines, so to speak, and to ride along and see just where it might go — even if it’s headed for a fiery crash, as some would argue, or a more mundane sputtering thud.
Her reaction was interesting: “It sounds like you’re living through the 1960s of technology,” quoth she. This strikes me as pretty spot on.
Now, as a point of disclosure / disclaimer, I should note here that I lived through only the last three and a half years of the 1960s, and have only patchy memories of the time. Of course, I share this last characteristic with a lot of people who lived through the entire decade, but in my case it isn’t because I was on drugs but because I was in diapers. That said, the era is by now pretty familiar to most of us, so I don’t mind commenting on it here. (And my parents were deep hippies at the time, so I have a lot of close knowledge through them.)
The more I think about it, the more I like my friend’s analogy. A lot of the concepts that are associated with 60s culture and counter-culture are also showing up in the metaversal sphere. Virtual worlds often create a hallucinatory landscape (giant snail races, anyone?) that would not be out of place in the most colorful acid trips of the decade in question. Virtual worlds are also being used as new avenues of personal realization and empowerment. There, you can be anything and anyone you want — or so it’s said. There’s something very akin to a sexual revolution in the offing, and many people are also exploring new approches to what we think of as “work.”
There is also an explosion of creativity. Much of the various forms and examples of art and creation that is coming out of the metaverse is truly new and exciting — though as much if not more is not very interesting at all, of course. But the moment has sparked a new flame under the broad class of people known somewhat clinically these days as “content creators,” and has in fact radically broadened that class by giving people new tools (even if they’re crude, as yet), which they are now using to pry open doors that hadn’t even been perceived before.
The metaverse at the moment is also a place where the received wisdom of established rights and laws is being challenged on a daily basis, and where people are struggling to find new ways to organize their society, as well as creating new kinds of communities that attempt to exist apart from those already established. And, as eventually happened to 60s culture, metaverse culture has now begun to be adopted by “the establishment,” much to many metaversal citizens’ chagrin.
Of course, many of the tropes that are kicked around about the 60s are in fact only partially true. Peace and love may have been the watchwords of the day, but the reality was somewhat more gritty than those words suggest. The same is true of the metaverse. A fantasy world where you can be anything, do anything and even make your living is only a very partial description of what’s going on in virtual worlds. The metaverse also sees its share of heartbreak, conflict and unfeeling bad governance, just as the 60s did.
The joyful uprising of the metaverse may also, arguably, have some ill effects going forward, just as could be argued of the joyful uprising of the 60s. Consider the fact that Linden Lab’s favorite management tool is known as the Love Machine, and their working philosophy is The Tao of Linden. Many SL residents would argue that the ill effects of these exactly match the analogous child-rearing practices that cropped up in the 60s, when kids were often left to their own devices because parents were afraid of corrupting their minds by providing too much authority. The reality was more mixed, with some people deriving great advantage from learning to be self-directed, while others floundered without guidance. The LL development process seems to suffer the same inconsistencies, if the complaints of residents are any judge.
The exciting thing is that the metaverse is happening at all, and for that much credit is due to the people at Linden Lab, There.com, ActiveWorlds, World of Warcraft, EVE Online, Google, MySpace, even Flickr and many other places. If nothing else, the 60s saw a radical shift in the way we approach culture and its creation, with many of the “gatekeepers” being swept aside in a move toward a more democratized and inclusive process (though not a fully democratized and inclusive one, to be sure). It could be argued, too (as John Markoff does in What the Dormouse Said), that this is part of what led to the development of the personal computer, and I’d further argue that the continued trend is part of what’s driving Web 2.0 apps — and the metaverse. Philip Rosedale’s original vision of Second Life seems to be of that place where you can be anything or anyone and do anything you like, a fantasyscape of dreams realized (or at least, virtualized). It’s a similar cultural shift, with technology now becoming a tool for personal expression in new and deeper modes, just as music, art and lifestyle were as a result of the changes of the 60s. You can now log on, rez in, and, if you like, drop out. It’s anyone’s guess as to how far-reaching the cultural effects of virtual-world and metaversal technologies will be, but it’s worth remembering that long hair and rock music was at one time thought to be a passing fad as well. Welcome to the 60s of technology.



keeping it real…..
actually the late 80ss -early 90s was the 60s of the tech world. google..
The WELL,echo nyc, extroplarians, mondo 2000, etc…hippies on tech crank.
most now are quietly screwing up their teen age kids..lol
and lets face it, the boomers who came of age in the 1960s are the main cause/control of the mess we like to call the real world……lord help us in the virtual world they mass create:)
oh yeah, they stopped a war///….but then wnat about iraq 20-30 years later..oh yeah, they also found god after drugs and aids….:)
glorious generation they!..lol
heres an idea, lets credit the “innovators” and “pioneers” of value, not those who’ll claim credit as a generation.:)
so maybe its the 1930’s, and western culture generationally is cyclical, its not the 60s but the 30s for those looking to find a future as opposed to controlling a past……
food for thought for the fast food generations.
im born in NYC.. lived the last 8 years of my life in exile in berkeley, i have street cred… ( wired mag, issue 5 1992)…lol
and yes im considered a boomer at 42, according to someones pop poll magazine from 1999. lol
power to those who build…not those who take credit for it:)
ps. keep up the interesting blogs mark:)
3d/ design/ culture/ all good stuff for talkbacks,:)
beats talking about a new mac os…..lol
or a new 3d rendering tech… yawn.:)
I can’t disagree with you that the seeds of the current moment were sown a decade ago or more, and that yes, there’s credit due there too. But I’d almost say The WELL era was more the 1930s. There were people getting their beatnik / hippy on for a long time before the 60s hit, only in smaller numbers. What happened in the 60s was that it spread on a massive scale. The early adopters are often forgotten, yes, and perhaps my post should have looked back a little further. But I’m sticking with the current moment as more 60s-ish than 30s-ish. Widespread adoption is a follow-on effect, but it’s no less important for that, and creates its own ripples (waves, really) in the pond.
ill agree with some of the 1960s metphorss aminly because of the concept of mass and more importantly MEDIA- then TV….. it was a TV report showing the Illusion of everbody going to san francisco( cue music) that made it appear that the haight was from coast to coast… the 1960s were about building and beginnning the media world, with the last reality being the Moon landing, after that it was all about virtual satification nationally….until 9/11 which has created a new sense of REAL with thos not over 45..lol
i belive the world builders most under 45, are more like the 1930s creators of the worlds fair in NYC..and not like the 1960s creators of the sitcom……
time may tell, hopefully im right…otherwise welcome pepsi world 2010.. all day all pepsi….all 3d. yawn…..
I love the World’s Fair metaphor, excellent. Uh-oh, this is sounding like a real lovefest, isn’t it? We’re doing entirely too much agreeing for the early 2000s. Pepsi World, bah. Though I’m sure that’s on the horizon too…
well the flash version was done in 99?. maybe 97 i think.. had its avatar chats 2d too…lol
but i agree with much youve said about the “culture” of the “younger builders” of web2.0 apps, but i took issue with the mass media hallucination that the 60’s generation was somehow “special”…..
google a book from my “generation x years in 1992 or so” “Generations” forget the double author team, was big at the same time as genx-coupland/ slacker-linklater and thunk!.- “us” in nyc..:) its a really interesting look at the western- ‘american” culture via generational cycles…..
the 1930s built roads, schools, goverment, politcal parties as we now them today,, mass communications(radio film tv) and those younger- not older “creators” built for the next generation… hardly a fact that can be said for the 60s generation..ME ME ME.:)
yes, many are attracted to vr for “play” and self expression- remember ive been running a world for over 10 years,,this aint really new to me:), but the ones who make things that last that seem to be younger- sub 30- are not very much like any 1960s types ive ever known.
my point again being that the reason all things “new” are “just like the 1960s” is because of the kennedy filmage, repeat TV shows on nick at night-24-7, and the average age of the media corporation / proctor and gamble senior exec:)
the internet as well as the 3d starting metaverse may need more building of roads now… a highway system for the next generation, and less “promotional buy softdrink” kiosks in SL for the Pepsi generation?….
ps- age of the person who equated the “metaverse bubble” to the 60’s”?…..where they of the “chosen” generation, or of the “repeats are us mass mtv media” generation…./
would love to know.
I’m not sure that Second Life is the 1960s. With Duran Durban, it feels more like the 1980s. However, if anybody is going to start singing, “If you’re going to San Francisco,” and calling the SLCC the “Summer of Love,” I’m going to have to point out that the 1960s had their Port Huron, their Chicago, their Millbrook, their Altamount. As Walker said, it wasn’t all peace and love.