From the monochromatic charm of Atari’s iconic Pong, to the rotund gluttony of the pill-popping Pac Man, to the world’s most famous mustache festooned beneath Mario’s pepperoni-sniffing proboscis, all the way to the adrenaline-soaked frag-fests of today’s grizzled Halo warriors—video games have come a very long way in the past thirty years, redefining entertainment for an entire generation.

It is therefore surprising that, almost a full decade into the 21st century, video games as a whole continue to be fairly marginalized in American culture, often perceived as a frivolous distraction at best, a menace to society at worst. In many people’s eyes, video games are still geared primarily to hormonal, pimple-faced teenagers, mostly boys needing an outlet for the aggression and pent-up testosterone. However, the facts seem to tell an entirely different story—while the Clearasil demographic continues to be a major force in the gaming industry, recent surveys have offered some fascinating insights into just how deeply video games permeate our contemporary culture. As it turns out, 65% of American households play video games, on either computers or video game consoles such as the Xbox 360. The average gamer is somewhere between 30 and 35 years old, and has been playing for somewhere around thirteen years. 40% of gamers are female, and an astonishing 26% of gamers are over the age of 50. Finally, the growth of video game sales are rapidly beginning to outpace both music and movie industries, and are expected to more than double the revenues from both industries combined by the year 2012, with nine games currently being purchased every second of every day. Following these trends to their logical conclusions, it seems clear that the future of entertainment much more closely resembles Spore, Bioshock, and Grand Theft Auto than it does Jurassic Park, Wall-E, or The Lord of the Rings. Read the rest of this entry

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The Singularity: Rupture or Rapture?

There is an old proverb often used as an analogy for technological growth, about an ancient emperor of China and the inventor of chess.  According to the story, once the emperor became aware of the game of chess, he sent a message throughout the kingdom seeking to reward its inventor, offering anything within his power to give for such an exceptional game.  Upon meeting the emperor, the inventor, a poor peasant farmer, thanked the emperor for his generosity, and proceeded to place a single grain of rice in the first square of a chessboard.  He then placed two grains in the second square, four in the third, eight in the fourth, etc., doubling the number of grains for each of the chessboard’s 64 squares.

At first the emperor was fairly amused by the farmer’s request—after all, these were mere grains of rice we were talking about, how much could he possibly lose?  So he allowed the farmer to continue.  It wasn’t until they got about halfway through the chessboard that the emperor began to notice that something didn’t quite smell right in Shanghai.  After 32 squares—32 successive doublings of a single grain of rice—the farmer was up to about four billion grains of rice, the equivalent of a few acres of rice fields.  If they were to continue all the way to the end of the board, the farmer would be owed about 18 quintillion grains of rice, which would require a rice field twice the size of the surface of the planet to produce, oceans included. Read the rest of this entry

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